http://www.dandwiki.com/w/api.php?action=feedcontributions&user=R2d2go&feedformat=atomD&D Wiki - User contributions [en]2015-03-31T22:13:36ZUser contributionsMediaWiki 1.23.8http://www.dandwiki.com/wiki/Fury_Mage_(3.5e_Prestige_Class)Fury Mage (3.5e Prestige Class)2015-03-31T00:26:09Z<p>R2d2go: </p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=5/5<br />
|editing= Grammar edits for other edits please ask in discussion.<br />
|type= Moderate Spellcasting, Combat Focused<br />
|desc= Fury Mages learn to channel rage into their spells.<br />
|len=10<br />
|minlvl=5<br />
}}<br />
<br />
==Fury Mage==<br />
<br />
{{quote<br />
|My friend was pokin' fun at the mage, and then... all I saw was flashing steel and blinding light. When I could see again, he was gone. Nothing but ashes.<br />
|orig=Zander Vexos, Human Commoner<br />
|src=Survivor Report from the Paradise Valley Massacre<br />
}}<br />
<br />
Fury Mages are casters who have let their rage consume them. They use their rage to make their spells stronger as well as their body.<br />
<br />
===Becoming a Fury Mage===<br />
<br />
Mages who find themselves in frequent close combat will appreciate the defensive benefits of rage, as well as the mental boost.<br />
<br />
<br />
{| class=&quot;d20 dragon monstats&quot; cellspacing=&quot;0&quot; cellpadding=&quot;0&quot;<br />
|+ style=&quot;font-size: larger; white-space: nowrap;&quot; | Entry Requirements<br />
|-<br />
! Alignment:<br />
| Any non-Lawful<br />
|-<br />
! Base Attack Bonus:<br />
| +4<br />
|-<br />
! Spellcasting:<br />
| Ability to cast 2nd level spells<br />
|-<br />
! Feats:<br />
| Combat Casting<br />
|-<br />
! Special:<br />
| Rage class feature<br />
|} <br />
<br />
{| class=&quot;{{d20}}&quot;<br />
|+ &lt;div&gt;{{#anc:Table: The Fury Mage}}&lt;/div&gt;<br />
&lt;p&gt;Hit Die: d8&lt;/p&gt;<br />
|-<br />
! rowspan=&quot;2&quot; | Level<br />
! rowspan=&quot;2&quot; | [[BAB|Base&lt;br/&gt;Attack Bonus]]<br />
! colspan=&quot;3&quot; | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan=&quot;2&quot; | Special<br />
! rowspan=&quot;2&quot; | [[#Spellcasting|Spellcasting]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 1st || +1 || +2 || +0 || +2<br />
| class=&quot;left&quot; | Arcane Rage, Rage +1/day<br />
| class=&quot;left&quot; | <br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 2nd || +2 || +3 || +0 || +3<br />
| class=&quot;left&quot; | Armor Training<br />
| class=&quot;left&quot; | +1 to existing spellcasting class<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 3rd || +3 || +3 || +1 || +3<br />
| class=&quot;left&quot; | Flow of Destruction<br />
| class=&quot;left&quot; | +1 to existing spellcasting class<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 4th || +4 || +4 || +1 || +4<br />
| class=&quot;left&quot; | Eye of the Storm (Concealment), Rage +1/day<br />
| class=&quot;left&quot; |<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 5th || +5 || +4 || +1 || +4<br />
| class=&quot;left&quot; | Spellweave<br />
| class=&quot;left&quot; | +1 to existing spellcasting class<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 6th || +6 || +5 || +2 || +5<br />
| class=&quot;left&quot; | <br />
| class=&quot;left&quot; | +1 to existing spellcasting class<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 7th || +7 || +5 || +2 || +5<br />
| class=&quot;left&quot; | +1 Rage/Day, Eye of the Storm (Total Concealment)<br />
| class=&quot;left&quot; | <br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 8th || +8 || +6 || +2 || +6<br />
| class=&quot;left&quot; | <br />
| class=&quot;left&quot; | +1 to existing spellcasting class<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 9th || +9 || +6 || +3 || +6<br />
| class=&quot;left&quot; | <br />
| class=&quot;left&quot; | +1 to existing spellcasting class<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 10th || +10 || +7 || +3 || +7<br />
| class=&quot;left&quot; | Spellweave (Full Attack), +1 Rage/day<br />
| class=&quot;left&quot; |<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|-<br />
| colspan=&quot;42&quot; class=&quot;skill&quot; |<br />
'''Class Skills (2 + [[Int]] modifier per level)'''&lt;br/&gt;<br />
Concentration, Craft, Intimidate, Knowledge, Spellcraft.<br />
|}<br />
<br />
====Class Features====<br />
'''{{#anc:Proficiencies}}:''' The Fury Mage gains no proficiencies.<br />
<br />
'''{{#anc:Spellcasting}}:''' At each level, except 1, 4, 7 &amp; 10, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a Fury Mage, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<br />
<br />
'''{{#anc:Arcane Rage}} ([[Ex]]):''' At level 1, when a Fury Mage enters a Rage, they keep their presence of mind and their spellcasting ability is enhanced. A Fury Mage's Rage can still cast spells and use magic items while in a rage. He also gains a +4 to their relevant spellcasting ability for the duration of the Rage, which increases to +6 at character level 11 and increases to +8 at character level 20.<br />
<br />
'''{{#anc:Armor Training}} ([[Ex]]):''' At level 2, any armor a Fury Mage wears has its arcane spell failure chance reduced by 5% per two class levels.<br />
<br />
'''{{#anc:Flow of Destruction}} ([[Ex]]):''' At level 3, a Fury Mage learns to blend sword and sorcery to dominate the battlefield. Whenever a Fury Mage deals damage with a spell, he deals bonus damage on his next melee attack equal to his relevant spellcasting modifier. And whenever a Fury Mage deals damage with a melee attack, his next damaging spell deals bonus damage equal to his strength modifier and does not provoke attacks of opportunity. The bonus damage does not stack with itself.<br />
<br />
'''{{#anc:Eye of the Storm}} ([[Ex]]):''' At level 4, every time you cast a spell, you become surrounded by an aura of obscuring energy that causes you to have [[concealment]] from your enemies for one round. At 7th level, this improves to total concealment.<br />
<br />
'''{{#anc:Spellweave}} ([[Ex]]):''' At level 5, a Fury Mage learns to unleash flurries of both magic and melee attacks. Whenever he would make a full attack, he may instead make a single melee attack followed by any spell with a casting time of one standard action or less. At tenth level, this improves, allowing the Fury Mage to cast a spell with a casting time of one standard action or less during a normal full attack.<br />
<br />
====Ex-Fury Mage====<br />
<br />
If a Fury Mage becomes Lawful, they lose all class features except spellcasting.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Fury Mage====<br />
<br />
'''Combat:''' Fury Mages are generally sheer damage, tearing through enemies with powerful cleaves and blasts of magic. They can also sometimes soak up damage with pre-combat buffing combined with natural durability, and may begin combat by controlling the battlefield, but overall they simply deal damage.<br />
<br />
'''Advancement:''' Warmage is a natural class to pair with Fury Mage, as their philosophy is much the same, while Runescarred Berzerker is a viable entry class. Characters who wish to advance their casting ability may find Abjurant Champion or possibly Eldritch Knight a suitable class to further both martial skill. Characters who mainly are using Fury Mage to augment melee skill will find any rage-based class a good addition, though Abjurant Champion will further both physical prowess and the potency of the magical support.<br />
<br />
====Fury Mages in the Game====<br />
<br />
Fury Mages as players make potent damage sources, while NPCs make powerful solo antagonists as they can use both magical and physical attacks.<br />
<br />
'''Adaptation:''' Any gish character can potentially use Fury Mage, by dipping Barbarian and then taking the class.<br />
<br />
'''Sample Encounter:''' Zander Vexos is a powerful Fury Mage, wanted for several massacres resulting in entire cities being razed. Defeating him will not only earn the party his magic items and a large sum of gold from the bounty, but also save many people from further harm.<br />
<br />
''EL 12:'' Zander's travelling plans have been overheard by Myra (City of Light! City of Magic!) guards. They have hired you to intercept him before he reaches civilization and take him, alive or dead.<br />
<br />
[[Zander_Vexs_(3.5e_NPC)]]<br />
<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Divine Spellcasting]]<br />
[[Category:Prepared Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
--&gt;</div>R2d2gohttp://www.dandwiki.com/wiki/Fury_Mage_(3.5e_Prestige_Class)Fury Mage (3.5e Prestige Class)2015-03-31T00:26:05Z<p>R2d2go: </p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=5/5<br />
|editing= Grammar edits for other edits please ask in discussion.<br />
|type= Moderate Spellcasting, Combat Focused<br />
|desc= Fury Mages learn to channel rage into their spells.<br />
|len=10<br />
|minlvl=5<br />
}}<br />
<br />
==Fury Mage==<br />
<br />
{{quote<br />
|My friend was pokin' fun at the mage, and then... all I saw was flashing steel and blinding light. When I could see again, he was gone. Nothing but ashes.<br />
|orig=Zander Vexos, Human Commoner<br />
|src=Survivor Report from the Paradise Valley Massacre<br />
}}<br />
<br />
Fury Mages are casters who have let their rage consume them. They use their rage to make their spells stronger as well as their body.<br />
<br />
===Becoming a Fury Mage===<br />
<br />
Mages who find themselves in frequent close combat will appreciate the defensive benefits of rage, as well as the mental boost.<br />
<br />
<br />
{| class=&quot;d20 dragon monstats&quot; cellspacing=&quot;0&quot; cellpadding=&quot;0&quot;<br />
|+ style=&quot;font-size: larger; white-space: nowrap;&quot; | Entry Requirements<br />
|-<br />
! Alignment:<br />
| Any non-Lawful<br />
|-<br />
! Base Attack Bonus:<br />
| +4<br />
|-<br />
! Spellcasting:<br />
| Ability to cast 2nd level spells<br />
|-<br />
! Feats:<br />
| Combat Casting<br />
|-<br />
! Special:<br />
| Rage class feature<br />
|} <br />
<br />
{| class=&quot;{{d20}}&quot;<br />
|+ &lt;div&gt;{{#anc:Table: The Fury Mage}}&lt;/div&gt;<br />
&lt;p&gt;Hit Die: d8&lt;/p&gt;<br />
|-<br />
! rowspan=&quot;2&quot; | Level<br />
! rowspan=&quot;2&quot; | [[BAB|Base&lt;br/&gt;Attack Bonus]]<br />
! colspan=&quot;3&quot; | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan=&quot;2&quot; | Special<br />
! rowspan=&quot;2&quot; | [[#Spellcasting|Spellcasting]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 1st || +1 || +2 || +0 || +2<br />
| class=&quot;left&quot; | Arcane Rage, Rage +1/day<br />
| class=&quot;left&quot; | <br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 2nd || +2 || +3 || +0 || +3<br />
| class=&quot;left&quot; | Armor Training<br />
| class=&quot;left&quot; | +1 to existing spellcasting class<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 3rd || +3 || +3 || +1 || +3<br />
| class=&quot;left&quot; | Flow of Destruction<br />
| class=&quot;left&quot; | +1 to existing spellcasting class<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 4th || +4 || +4 || +1 || +4<br />
| class=&quot;left&quot; | Eye of the Storm (Concealment), Rage +1/day<br />
| class=&quot;left&quot; |<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 5th || +5 || +4 || +1 || +4<br />
| class=&quot;left&quot; | Spellweave<br />
| class=&quot;left&quot; | +1 to existing spellcasting class<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 6th || +6 || +5 || +2 || +5<br />
| class=&quot;left&quot; | <br />
| class=&quot;left&quot; | +1 to existing spellcasting class<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 7th || +7 || +5 || +2 || +5<br />
| class=&quot;left&quot; | +1 Rage/Day, Eye of the Storm (Total Concealment)<br />
| class=&quot;left&quot; | <br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 8th || +8 || +6 || +2 || +6<br />
| class=&quot;left&quot; | <br />
| class=&quot;left&quot; | +1 to existing spellcasting class<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 9th || +9 || +6 || +3 || +6<br />
| class=&quot;left&quot; | <br />
| class=&quot;left&quot; | +1 to existing spellcasting class<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 10th || +10 || +7 || +3 || +7<br />
| class=&quot;left&quot; | Spellweave (Full Attack), +1 Rage/day<br />
| class=&quot;left&quot; |<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|-<br />
| colspan=&quot;42&quot; class=&quot;skill&quot; |<br />
'''Class Skills pp(2 + [[Int]] modifier per level)'''&lt;br/&gt;<br />
Concentration, Craft, Intimidate, Knowledge, Spellcraft.<br />
|}<br />
<br />
====Class Features====<br />
'''{{#anc:Proficiencies}}:''' The Fury Mage gains no proficiencies.<br />
<br />
'''{{#anc:Spellcasting}}:''' At each level, except 1, 4, 7 &amp; 10, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a Fury Mage, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<br />
<br />
'''{{#anc:Arcane Rage}} ([[Ex]]):''' At level 1, when a Fury Mage enters a Rage, they keep their presence of mind and their spellcasting ability is enhanced. A Fury Mage's Rage can still cast spells and use magic items while in a rage. He also gains a +4 to their relevant spellcasting ability for the duration of the Rage, which increases to +6 at character level 11 and increases to +8 at character level 20.<br />
<br />
'''{{#anc:Armor Training}} ([[Ex]]):''' At level 2, any armor a Fury Mage wears has its arcane spell failure chance reduced by 5% per two class levels.<br />
<br />
'''{{#anc:Flow of Destruction}} ([[Ex]]):''' At level 3, a Fury Mage learns to blend sword and sorcery to dominate the battlefield. Whenever a Fury Mage deals damage with a spell, he deals bonus damage on his next melee attack equal to his relevant spellcasting modifier. And whenever a Fury Mage deals damage with a melee attack, his next damaging spell deals bonus damage equal to his strength modifier and does not provoke attacks of opportunity. The bonus damage does not stack with itself.<br />
<br />
'''{{#anc:Eye of the Storm}} ([[Ex]]):''' At level 4, every time you cast a spell, you become surrounded by an aura of obscuring energy that causes you to have [[concealment]] from your enemies for one round. At 7th level, this improves to total concealment.<br />
<br />
'''{{#anc:Spellweave}} ([[Ex]]):''' At level 5, a Fury Mage learns to unleash flurries of both magic and melee attacks. Whenever he would make a full attack, he may instead make a single melee attack followed by any spell with a casting time of one standard action or less. At tenth level, this improves, allowing the Fury Mage to cast a spell with a casting time of one standard action or less during a normal full attack.<br />
<br />
====Ex-Fury Mage====<br />
<br />
If a Fury Mage becomes Lawful, they lose all class features except spellcasting.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Fury Mage====<br />
<br />
'''Combat:''' Fury Mages are generally sheer damage, tearing through enemies with powerful cleaves and blasts of magic. They can also sometimes soak up damage with pre-combat buffing combined with natural durability, and may begin combat by controlling the battlefield, but overall they simply deal damage.<br />
<br />
'''Advancement:''' Warmage is a natural class to pair with Fury Mage, as their philosophy is much the same, while Runescarred Berzerker is a viable entry class. Characters who wish to advance their casting ability may find Abjurant Champion or possibly Eldritch Knight a suitable class to further both martial skill. Characters who mainly are using Fury Mage to augment melee skill will find any rage-based class a good addition, though Abjurant Champion will further both physical prowess and the potency of the magical support.<br />
<br />
====Fury Mages in the Game====<br />
<br />
Fury Mages as players make potent damage sources, while NPCs make powerful solo antagonists as they can use both magical and physical attacks.<br />
<br />
'''Adaptation:''' Any gish character can potentially use Fury Mage, by dipping Barbarian and then taking the class.<br />
<br />
'''Sample Encounter:''' Zander Vexos is a powerful Fury Mage, wanted for several massacres resulting in entire cities being razed. Defeating him will not only earn the party his magic items and a large sum of gold from the bounty, but also save many people from further harm.<br />
<br />
''EL 12:'' Zander's travelling plans have been overheard by Myra (City of Light! City of Magic!) guards. They have hired you to intercept him before he reaches civilization and take him, alive or dead.<br />
<br />
[[Zander_Vexs_(3.5e_NPC)]]<br />
<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Divine Spellcasting]]<br />
[[Category:Prepared Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
--&gt;</div>R2d2gohttp://www.dandwiki.com/wiki/Zilinos,_Butcher_of_the_Bleeding_City_(3.5e_NPC)Zilinos, Butcher of the Bleeding City (3.5e NPC)2015-03-31T00:25:03Z<p>R2d2go: </p>
<hr />
<div>{{Stat Block 2<br />
|name=Zilinos |cr=13<br />
|sex=Male |race=[[Human]] |clvl=[[Barbarian]] 6, [[Butcher of Souls (3.5e Prestige Class)|Butcher of Souls]] 7<br />
|al=[[Chaotic Evil|CE]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2 |sens=None |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=14 |touch=12 |flat=12 |othac=+2 dodge to AC while raging. |acmods=+2 armor<br />
|hp=132 |hd=13<br />
|fort=+12 |ref=+6 |will=+4 |othsav=+2 Reflex while raging.<br />
|spd=30 ft. (6 squares)<br />
|melee1=+1 [[Flaming]] [[Frost]] [[Greatsword]] +20/+15/+10 (4d6+10/19&amp;ndash;20)<br />
|melee2=Raging +1 [[Flaming]] [[Frost]] [[Greatsword]] +20/+20/+15/+10 (4d6+13/19&amp;ndash;20)<br />
|melee3= (Touch) Wraithstrike Leap Attack +1 [[Flaming]] [[Frost]] [[Greatsword]] +10/+10/+5/+0 (4d6+43/19&amp;ndash;20)<br />
|bab=+13 |grp=+19<br />
|sa=Whirling Frenzy 5/day, Rune of Defiance, Pounce<br />
|str=22 |dex=14 |con=16 |int=12 |wis=10 |cha=12<br />
|sq=Uncanny Dodge, Improved Uncanny Dodge, Trapkiller, Eternal Rage<br />
|feats=Flaming Berserker, Frozen Berserker, [[Cleave]], [[Great Cleave]], [[Power Attack]], Leap Attack<br />
|skills=[[Survival]] +13, [[Jump]] +19, [[Intimidate]] +14<br />
|poss=[[SRD:Leather Armor|Leather Armor]], +1 [[Flaming]] [[Frost]] [[Greatsword]]<br />
}}<br />
<br />
===The Bleeding City===<br />
<br />
Zilinos rules over The Bleeding City, a once prosperous urban settlement, now reduced to ruin by his wrath. Zilinos allows the city's people to live their lives relatively undisturbed, making the entire city a somewhat active town carved into the ruins of the old city. However, he has an army of loyal disciples who gather people in the city to fight in the Arena, a grotesque pit carved out of the ruin of the old city hall. Within, Zilinos runs a sort of colosseum for his own amusement, then slaughters the champions when they are deemed strong enough souls for his blade to devour.<br />
<br />
An adventuring party who comes across the city may find themselves drafted into the Arena. If they fight those who try to take them in, more will show, though if the entire group of enemies is killed (a group of three, then a group of seven), Zilinos will have little or no warning if the party chooses to attack. Additionally, the city's people will treat them as heroes, and can give them of most of the information here (DM's discretion for the exact amount).<br />
<br />
If they escape being drafted, slaughter every disciple, or simply scout the city quickly enough to buy supplies before the drafting occurs, people who enter The Bleeding City will find the town somewhat hospitable. There are standard mundane accommodations, as well as magic items in black markets (requiring a Gather Information check of 15 or greater). Some high-quality equipment can be acquired, though this is even harder to find (requiring a Gather Information check of 25 or greater), and there is markup varying from 20 to 100 percent compared to market price. However, disciples guard the gates, and so if the party attempts to leave, they will find they are trapped.<br />
<br />
Within the Arena, the party's power will be loosely evaluated, their equipment confiscated, and their hands chained. Each day, they will fight to the death against one of the strongest of the gladiators within - mostly martial enemies of 10th level or so. If they win at least three matches, they will fight Zilinos. When not fighting, they will be kept in iron cells and guarded by ten disciples night and day, each readied to blast any escapees into oblivion.<br />
<br />
If the party manages to defeat Zilinos, the disciples will flee, and the city will celebrate. Most of the gladiators will be freed and grateful, or will chase down the disciples. Additionally, twenty thousand gold pieces worth of diamonds and diamond dust can be found under Zilinos' throne, of which the party will be immediately informed. Zilinos also has a collection of magical weapons and armor worth approximately forty thousand gold pieces.<br />
<br />
===Abilities===<br />
<br />
'''Rune of Defiance:''' Zilinos can activate a rune containing the spell Revivify on death, bringing him back to life. However, this leaves him [[Exhausted]], and imposes an additional -2 penalty to Strength and Constitution for a week.<br />
<br />
'''Pounce:''' Zilinos can [[Pounce]], allowing him to make a [[full attack]] at the end of a [[charge]].<br />
<br />
'''(Improved) Uncanny Dodge:''' Zilinos retains his dexterity bonus to armor class when flat-footed or attacked by an invisible enemy. He also cannot be flanked except by a rogue with four more levels than him.<br />
<br />
'''Trapkiller:''' Zilinos can find traps with a Survival check and disable them with an attack roll.<br />
<br />
'''Leap/Power Attack:''' Zilinos' [[Power Attack]] is enhanced when he jumps at least 10 feet prior to the attack, tripling the bonus from the feat.<br />
<br />
===Rage Details===<br />
<br />
While Raging, Zilinos gains +4 strength (resulting in +2 to attack and +3 to damage), a +2 dodge bonus to armor class, +2 to Reflex saves, immunity to fire and to ice, and cannot die. Additionally, as long as he has negative hit points, he remains alive and raging, though after one hour, he becomes completely mindless until his hit points are restored. Finally, whenever he makes a full attack, he may make an additional attack at his full attack bonus, though if he does, all attacks made that round take a -2 penalty to hit.<br />
<br />
Zilinos ''can'' still be killed while raging, but only after reducing him past a threshold equal to twice his maximum hit points (264). Once he passes that threshold, unless healed above the threshold, he will continue to rage for one minute as the rage slowly consumes his body. At the end of the minute, he will immolate in a explosion of raw energy, dealing 1d10 damage per hit die (Reflex half) to all within 100 feet.<br />
<br />
===Weapon Details===<br />
<br />
Zilinos' blade is a specialized crystalline greatsword made from his soul. In addition to standard weapon enhancements, while raging, it is indestructible, can be called as a free action to Zilinos' hand, and heals himself for 10 percent of the damage he deals.<br />
<br />
Additionally, Zilinos' has slaughtered so many with the blade that it has become a sentient artifact, naming itself the Twin Reaper. As such, in addition to the normal abilities of his weapon, it absorbs the souls of its victims, storing them in the blade. Until Zilinos is killed, the souls will never reach the afterlife, and if Zilinos obtains his goal of converting the Twin Reaper into a Soul Cleaver, he will permanently consume every soul trapped within.<br />
<br />
Lastly, the Twin Reaper grants Zilinos a few other abilities while raging. It has the ability to drain his blood as a free action, dealing any amount of hit point damage to himself, usually to trigger his mindless rage. It stores these hitpoints, allowing it to heal him as a free action when enemies have fallen or in an emergency, though as an intelligent item, it can choose not to grant them to Zilinos. Furthermore, it can cast Wraithstrike twice per day as a swift action, making Zilinos' melee attacks touch attacks for the round.<br />
<br />
The Twin Reaper can be targeted with mind affecting spells as if it were an outsider, as it is, to some degree. It has a Will save of +10. If Charmed, Dominated, Confused, knocked unconscious, etc, it will simply be unable to use the two abilities above until it recovers.<br />
<br />
===Combat===<br />
<br />
In combat, Zilinos enters a rage and leaps into battle, hacking and cleaving at whatever target is closest. With his initial leap, he will attempt to kill at least one target, though he may find it difficult. Each turn, he will attempt to pounce with Leap Attack onto another target, but will simply full attack if he cannot. Assuming the party has shown themselves to be a major threat, he will use the Wraithstrike ability noted above whenever he can get in a pounce with Leap Attack.<br />
<br />
Once within 100 hitpoints of the threshold, unless the Twin Reaper has been convinced, tricked, disabled or otherwise chooses to condemn Zilinos, the 126 stored hitpoints will be used to heal Zilinos away from the threshold. Another healing will occur upon crossing the threshold, consuming the healing rune.<br />
<br />
----<br />
Back to [[Main Page]] &amp;rarr; [[3.5e Homebrew]] &amp;rarr; [[3.5e NPCs|NPCs]] &amp;rarr; [[3.5e CR 13 NPCs|CR 13]]&lt;br/&gt;<br />
Back to [[Main Page]] &amp;rarr; [[3.5e Homebrew]] &amp;rarr; [[3.5e NPCs|NPCs]] &amp;rarr; [[3.5e ECL 13 NPCs|ECL 13]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:NPC]]<br />
[[Category:CR13]]<br />
[[Category:ECL13]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Human Subtype]]<br />
[[Category:Chaotic Alignment]]<br />
[[Category:Evil Alignment]]</div>R2d2gohttp://www.dandwiki.com/wiki/Zilinos,_Butcher_of_the_Bleeding_City_(3.5e_NPC)Zilinos, Butcher of the Bleeding City (3.5e NPC)2015-03-31T00:24:35Z<p>R2d2go: </p>
<hr />
<div>{{Stat Block 2<br />
|name=Zilinos |cr=13<br />
|sex=Male |race=[[Human]] |clvl=[[Barbarian]] 6, [[Butcher of Souls (3.5e Prestige Class)|Butcher of Souls]] 7<br />
|al=[[Chaotic Evil|CE]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2 |sens=None |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=14 |touch=12 |flat=12 |othac=+2 dodge to AC while raging. |acmods=+2 armor<br />
|hp=132 |hd=13<br />
|fort=+12 |ref=+6 |will=+4 |othsav=+2 Reflex while raging.<br />
|spd=30 ft. (6 squares)<br />
|melee1=+1 [[Flaming]] [[Frost]] [[Greatsword]] +20/+15/+10 (4d6+10/19&amp;ndash;20)<br />
|melee2=Raging +1 [[Flaming]] [[Frost]] [[Greatsword]] +20/+20/+15/+10 (4d6+13/19&amp;ndash;20)<br />
|melee3= (Touch) Wraithstrike Power Attack +1 [[Flaming]] [[Frost]] [[Greatsword]] +10/+10/+5/+0 (4d6+13/19&amp;ndash;20)<br />
|bab=+13 |grp=+19<br />
|sa=Whirling Frenzy 5/day, Rune of Defiance, Pounce<br />
|str=22 |dex=14 |con=16 |int=12 |wis=10 |cha=12<br />
|sq=Uncanny Dodge, Improved Uncanny Dodge, Trapkiller, Eternal Rage<br />
|feats=Flaming Berserker, Frozen Berserker, [[Cleave]], [[Great Cleave]], [[Power Attack]], Leap Attack<br />
|skills=[[Survival]] +13, [[Jump]] +19, [[Intimidate]] +14<br />
|poss=[[SRD:Leather Armor|Leather Armor]], +1 [[Flaming]] [[Frost]] [[Greatsword]]<br />
}}<br />
<br />
===The Bleeding City===<br />
<br />
Zilinos rules over The Bleeding City, a once prosperous urban settlement, now reduced to ruin by his wrath. Zilinos allows the city's people to live their lives relatively undisturbed, making the entire city a somewhat active town carved into the ruins of the old city. However, he has an army of loyal disciples who gather people in the city to fight in the Arena, a grotesque pit carved out of the ruin of the old city hall. Within, Zilinos runs a sort of colosseum for his own amusement, then slaughters the champions when they are deemed strong enough souls for his blade to devour.<br />
<br />
An adventuring party who comes across the city may find themselves drafted into the Arena. If they fight those who try to take them in, more will show, though if the entire group of enemies is killed (a group of three, then a group of seven), Zilinos will have little or no warning if the party chooses to attack. Additionally, the city's people will treat them as heroes, and can give them of most of the information here (DM's discretion for the exact amount).<br />
<br />
If they escape being drafted, slaughter every disciple, or simply scout the city quickly enough to buy supplies before the drafting occurs, people who enter The Bleeding City will find the town somewhat hospitable. There are standard mundane accommodations, as well as magic items in black markets (requiring a Gather Information check of 15 or greater). Some high-quality equipment can be acquired, though this is even harder to find (requiring a Gather Information check of 25 or greater), and there is markup varying from 20 to 100 percent compared to market price. However, disciples guard the gates, and so if the party attempts to leave, they will find they are trapped.<br />
<br />
Within the Arena, the party's power will be loosely evaluated, their equipment confiscated, and their hands chained. Each day, they will fight to the death against one of the strongest of the gladiators within - mostly martial enemies of 10th level or so. If they win at least three matches, they will fight Zilinos. When not fighting, they will be kept in iron cells and guarded by ten disciples night and day, each readied to blast any escapees into oblivion.<br />
<br />
If the party manages to defeat Zilinos, the disciples will flee, and the city will celebrate. Most of the gladiators will be freed and grateful, or will chase down the disciples. Additionally, twenty thousand gold pieces worth of diamonds and diamond dust can be found under Zilinos' throne, of which the party will be immediately informed. Zilinos also has a collection of magical weapons and armor worth approximately forty thousand gold pieces.<br />
<br />
===Abilities===<br />
<br />
'''Rune of Defiance:''' Zilinos can activate a rune containing the spell Revivify on death, bringing him back to life. However, this leaves him [[Exhausted]], and imposes an additional -2 penalty to Strength and Constitution for a week.<br />
<br />
'''Pounce:''' Zilinos can [[Pounce]], allowing him to make a [[full attack]] at the end of a [[charge]].<br />
<br />
'''(Improved) Uncanny Dodge:''' Zilinos retains his dexterity bonus to armor class when flat-footed or attacked by an invisible enemy. He also cannot be flanked except by a rogue with four more levels than him.<br />
<br />
'''Trapkiller:''' Zilinos can find traps with a Survival check and disable them with an attack roll.<br />
<br />
'''Leap/Power Attack:''' Zilinos' [[Power Attack]] is enhanced when he jumps at least 10 feet prior to the attack, tripling the bonus from the feat.<br />
<br />
===Rage Details===<br />
<br />
While Raging, Zilinos gains +4 strength (resulting in +2 to attack and +3 to damage), a +2 dodge bonus to armor class, +2 to Reflex saves, immunity to fire and to ice, and cannot die. Additionally, as long as he has negative hit points, he remains alive and raging, though after one hour, he becomes completely mindless until his hit points are restored. Finally, whenever he makes a full attack, he may make an additional attack at his full attack bonus, though if he does, all attacks made that round take a -2 penalty to hit.<br />
<br />
Zilinos ''can'' still be killed while raging, but only after reducing him past a threshold equal to twice his maximum hit points (264). Once he passes that threshold, unless healed above the threshold, he will continue to rage for one minute as the rage slowly consumes his body. At the end of the minute, he will immolate in a explosion of raw energy, dealing 1d10 damage per hit die (Reflex half) to all within 100 feet.<br />
<br />
===Weapon Details===<br />
<br />
Zilinos' blade is a specialized crystalline greatsword made from his soul. In addition to standard weapon enhancements, while raging, it is indestructible, can be called as a free action to Zilinos' hand, and heals himself for 10 percent of the damage he deals.<br />
<br />
Additionally, Zilinos' has slaughtered so many with the blade that it has become a sentient artifact, naming itself the Twin Reaper. As such, in addition to the normal abilities of his weapon, it absorbs the souls of its victims, storing them in the blade. Until Zilinos is killed, the souls will never reach the afterlife, and if Zilinos obtains his goal of converting the Twin Reaper into a Soul Cleaver, he will permanently consume every soul trapped within.<br />
<br />
Lastly, the Twin Reaper grants Zilinos a few other abilities while raging. It has the ability to drain his blood as a free action, dealing any amount of hit point damage to himself, usually to trigger his mindless rage. It stores these hitpoints, allowing it to heal him as a free action when enemies have fallen or in an emergency, though as an intelligent item, it can choose not to grant them to Zilinos. Furthermore, it can cast Wraithstrike twice per day as a swift action, making Zilinos' melee attacks touch attacks for the round.<br />
<br />
The Twin Reaper can be targeted with mind affecting spells as if it were an outsider, as it is, to some degree. It has a Will save of +10. If Charmed, Dominated, Confused, knocked unconscious, etc, it will simply be unable to use the two abilities above until it recovers.<br />
<br />
===Combat===<br />
<br />
In combat, Zilinos enters a rage and leaps into battle, hacking and cleaving at whatever target is closest. With his initial leap, he will attempt to kill at least one target, though he may find it difficult. Each turn, he will attempt to pounce with Leap Attack onto another target, but will simply full attack if he cannot. Assuming the party has shown themselves to be a major threat, he will use the Wraithstrike ability noted above whenever he can get in a pounce with Leap Attack.<br />
<br />
Once within 100 hitpoints of the threshold, unless the Twin Reaper has been convinced, tricked, disabled or otherwise chooses to condemn Zilinos, the 126 stored hitpoints will be used to heal Zilinos away from the threshold. Another healing will occur upon crossing the threshold, consuming the healing rune.<br />
<br />
----<br />
Back to [[Main Page]] &amp;rarr; [[3.5e Homebrew]] &amp;rarr; [[3.5e NPCs|NPCs]] &amp;rarr; [[3.5e CR 13 NPCs|CR 13]]&lt;br/&gt;<br />
Back to [[Main Page]] &amp;rarr; [[3.5e Homebrew]] &amp;rarr; [[3.5e NPCs|NPCs]] &amp;rarr; [[3.5e ECL 13 NPCs|ECL 13]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:NPC]]<br />
[[Category:CR13]]<br />
[[Category:ECL13]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Human Subtype]]<br />
[[Category:Chaotic Alignment]]<br />
[[Category:Evil Alignment]]</div>R2d2gohttp://www.dandwiki.com/wiki/Zilinos,_Butcher_of_the_Bleeding_City_(3.5e_NPC)Zilinos, Butcher of the Bleeding City (3.5e NPC)2015-03-31T00:23:14Z<p>R2d2go: </p>
<hr />
<div>{{Stat Block 2<br />
|name=Zilinos |cr=13<br />
|sex=Male |race=[[Human]] |clvl=[[Barbarian]] 6, [[Butcher of Souls (3.5e Prestige Class)|Butcher of Souls]] 7<br />
|al=[[Chaotic Evil|CE]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2 |sens=None |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=14 |touch=12 |flat=12 |othac=+2 dodge to AC while raging. |acmods=+2 armor<br />
|hp=132 |hd=13<br />
|fort=+12 |ref=+6 |will=+4 |othsav=+2 Reflex while raging.<br />
|spd=30 ft. (6 squares)<br />
|melee1=+1 [[Flaming]] [[Frost]] [[Greatsword]] +20/+15/+10 (4d6+10/19&amp;ndash;20)<br />
|melee2=Raging +1 [[Flaming]] [[Frost]] [[Greatsword]] +20/+20/+15/+10 (4d6+13/19&amp;ndash;20)<br />
|bab=+13 |grp=+19<br />
|sa=Whirling Frenzy 5/day, Rune of Defiance, Pounce<br />
|str=22 |dex=14 |con=16 |int=12 |wis=10 |cha=12<br />
|sq=Uncanny Dodge, Improved Uncanny Dodge, Trapkiller, Eternal Rage<br />
|feats=Flaming Berserker, Frozen Berserker, [[Cleave]], [[Great Cleave]], [[Power Attack]], Leap Attack<br />
|skills=[[Survival]] +13, [[Jump]] +19, [[Intimidate]] +14<br />
|poss=[[SRD:Leather Armor|Leather Armor]], +1 [[Flaming]] [[Frost]] [[Greatsword]]<br />
}}<br />
<br />
===The Bleeding City===<br />
<br />
Zilinos rules over The Bleeding City, a once prosperous urban settlement, now reduced to ruin by his wrath. Zilinos allows the city's people to live their lives relatively undisturbed, making the entire city a somewhat active town carved into the ruins of the old city. However, he has an army of loyal disciples who gather people in the city to fight in the Arena, a grotesque pit carved out of the ruin of the old city hall. Within, Zilinos runs a sort of colosseum for his own amusement, then slaughters the champions when they are deemed strong enough souls for his blade to devour.<br />
<br />
An adventuring party who comes across the city may find themselves drafted into the Arena. If they fight those who try to take them in, more will show, though if the entire group of enemies is killed (a group of three, then a group of seven), Zilinos will have little or no warning if the party chooses to attack. Additionally, the city's people will treat them as heroes, and can give them of most of the information here (DM's discretion for the exact amount).<br />
<br />
If they escape being drafted, slaughter every disciple, or simply scout the city quickly enough to buy supplies before the drafting occurs, people who enter The Bleeding City will find the town somewhat hospitable. There are standard mundane accommodations, as well as magic items in black markets (requiring a Gather Information check of 15 or greater). Some high-quality equipment can be acquired, though this is even harder to find (requiring a Gather Information check of 25 or greater), and there is markup varying from 20 to 100 percent compared to market price. However, disciples guard the gates, and so if the party attempts to leave, they will find they are trapped.<br />
<br />
Within the Arena, the party's power will be loosely evaluated, their equipment confiscated, and their hands chained. Each day, they will fight to the death against one of the strongest of the gladiators within - mostly martial enemies of 10th level or so. If they win at least three matches, they will fight Zilinos. When not fighting, they will be kept in iron cells and guarded by ten disciples night and day, each readied to blast any escapees into oblivion.<br />
<br />
If the party manages to defeat Zilinos, the disciples will flee, and the city will celebrate. Most of the gladiators will be freed and grateful, or will chase down the disciples. Additionally, twenty thousand gold pieces worth of diamonds and diamond dust can be found under Zilinos' throne, of which the party will be immediately informed. Zilinos also has a collection of magical weapons and armor worth approximately forty thousand gold pieces.<br />
<br />
===Abilities===<br />
<br />
'''Rune of Defiance:''' Zilinos can activate a rune containing the spell Revivify on death, bringing him back to life. However, this leaves him [[Exhausted]], and imposes an additional -2 penalty to Strength and Constitution for a week.<br />
<br />
'''Pounce:''' Zilinos can [[Pounce]], allowing him to make a [[full attack]] at the end of a [[charge]].<br />
<br />
'''(Improved) Uncanny Dodge:''' Zilinos retains his dexterity bonus to armor class when flat-footed or attacked by an invisible enemy. He also cannot be flanked except by a rogue with four more levels than him.<br />
<br />
'''Trapkiller:''' Zilinos can find traps with a Survival check and disable them with an attack roll.<br />
<br />
'''Leap/Power Attack:''' Zilinos' [[Power Attack]] is enhanced when he jumps at least 10 feet prior to the attack, tripling the bonus from the feat.<br />
<br />
===Rage Details===<br />
<br />
While Raging, Zilinos gains +4 strength (resulting in +2 to attack and +3 to damage), a +2 dodge bonus to armor class, +2 to Reflex saves, immunity to fire and to ice, and cannot die. Additionally, as long as he has negative hit points, he remains alive and raging, though after one hour, he becomes completely mindless until his hit points are restored. Finally, whenever he makes a full attack, he may make an additional attack at his full attack bonus, though if he does, all attacks made that round take a -2 penalty to hit.<br />
<br />
Zilinos ''can'' still be killed while raging, but only after reducing him past a threshold equal to twice his maximum hit points (264). Once he passes that threshold, unless healed above the threshold, he will continue to rage for one minute as the rage slowly consumes his body. At the end of the minute, he will immolate in a explosion of raw energy, dealing 1d10 damage per hit die (Reflex half) to all within 100 feet.<br />
<br />
===Weapon Details===<br />
<br />
Zilinos' blade is a specialized crystalline greatsword made from his soul. In addition to standard weapon enhancements, while raging, it is indestructible, can be called as a free action to Zilinos' hand, and heals himself for 10 percent of the damage he deals.<br />
<br />
Additionally, Zilinos' has slaughtered so many with the blade that it has become a sentient artifact, naming itself the Twin Reaper. As such, in addition to the normal abilities of his weapon, it absorbs the souls of its victims, storing them in the blade. Until Zilinos is killed, the souls will never reach the afterlife, and if Zilinos obtains his goal of converting the Twin Reaper into a Soul Cleaver, he will permanently consume every soul trapped within.<br />
<br />
Lastly, the Twin Reaper grants Zilinos a few other abilities while raging. It has the ability to drain his blood as a free action, dealing any amount of hit point damage to himself, usually to trigger his mindless rage. It stores these hitpoints, allowing it to heal him as a free action when enemies have fallen or in an emergency, though as an intelligent item, it can choose not to grant them to Zilinos. Furthermore, it can cast Wraithstrike twice per day as a swift action, making Zilinos' melee attacks touch attacks for the round.<br />
<br />
The Twin Reaper can be targeted with mind affecting spells as if it were an outsider, as it is, to some degree. It has a Will save of +10. If Charmed, Dominated, Confused, knocked unconscious, etc, it will simply be unable to use the two abilities above until it recovers.<br />
<br />
===Combat===<br />
<br />
In combat, Zilinos enters a rage and leaps into battle, hacking and cleaving at whatever target is closest. With his initial leap, he will attempt to kill at least one target, though he may find it difficult. Each turn, he will attempt to pounce with Leap Attack onto another target, but will simply full attack if he cannot. Assuming the party has shown themselves to be a major threat, he will use the Wraithstrike ability noted above whenever he can get in a pounce with Leap Attack.<br />
<br />
Once within 100 hitpoints of the threshold, unless the Twin Reaper has been convinced, tricked, disabled or otherwise chooses to condemn Zilinos, the 126 stored hitpoints will be used to heal Zilinos away from the threshold. Another healing will occur upon crossing the threshold, consuming the healing rune.<br />
<br />
----<br />
Back to [[Main Page]] &amp;rarr; [[3.5e Homebrew]] &amp;rarr; [[3.5e NPCs|NPCs]] &amp;rarr; [[3.5e CR 13 NPCs|CR 13]]&lt;br/&gt;<br />
Back to [[Main Page]] &amp;rarr; [[3.5e Homebrew]] &amp;rarr; [[3.5e NPCs|NPCs]] &amp;rarr; [[3.5e ECL 13 NPCs|ECL 13]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:NPC]]<br />
[[Category:CR13]]<br />
[[Category:ECL13]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Human Subtype]]<br />
[[Category:Chaotic Alignment]]<br />
[[Category:Evil Alignment]]</div>R2d2gohttp://www.dandwiki.com/wiki/Zilinos,_Butcher_of_the_Bleeding_City_(3.5e_NPC)Zilinos, Butcher of the Bleeding City (3.5e NPC)2015-03-31T00:22:36Z<p>R2d2go: </p>
<hr />
<div>{{Stat Block 2<br />
|name=Zilinos |cr=13<br />
|sex=Male |race=[[Human]] |clvl=[[Barbarian]] 6, [[Butcher of Souls (3.5e Prestige Class)|Butcher of Souls]] 7<br />
|al=[[Chaotic Evil|CE]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2 |sens=None |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=14 |touch=12 |flat=12 |othac=+2 dodge to AC while raging. |acmods=+2 armor<br />
|hp=132 |hd=13<br />
|fort=+12 |ref=+6 |will=+4 |othsav=+2 Reflex while raging.<br />
|spd=30 ft. (6 squares)<br />
|melee1=+1 [[Flaming]] [[Frost]] [[Greatsword]] +20/+15/+10 (4d6+10/19&amp;ndash;20)<br />
|melee2=+1 [[Flaming]] [[Frost]] [[Greatsword]] +20/+20/+15/+10 (4d6+13/19&amp;ndash;20)<br />
|bab=+13 |grp=+19<br />
|sa=Whirling Frenzy 5/day, Rune of Defiance, Pounce<br />
|str=22 |dex=14 |con=16 |int=12 |wis=10 |cha=12<br />
|sq=Uncanny Dodge, Improved Uncanny Dodge, Trapkiller, Eternal Rage<br />
|feats=Flaming Berserker, Frozen Berserker, [[Cleave]], [[Great Cleave]], [[Power Attack]], Leap Attack<br />
|skills=[[Survival]] +13, [[Jump]] +19, [[Intimidate]] +14<br />
|poss=[[SRD:Leather Armor|Leather Armor]], +1 [[Flaming]] [[Frost]] [[Greatsword]]<br />
}}<br />
<br />
===The Bleeding City===<br />
<br />
Zilinos rules over The Bleeding City, a once prosperous urban settlement, now reduced to ruin by his wrath. Zilinos allows the city's people to live their lives relatively undisturbed, making the entire city a somewhat active town carved into the ruins of the old city. However, he has an army of loyal disciples who gather people in the city to fight in the Arena, a grotesque pit carved out of the ruin of the old city hall. Within, Zilinos runs a sort of colosseum for his own amusement, then slaughters the champions when they are deemed strong enough souls for his blade to devour.<br />
<br />
An adventuring party who comes across the city may find themselves drafted into the Arena. If they fight those who try to take them in, more will show, though if the entire group of enemies is killed (a group of three, then a group of seven), Zilinos will have little or no warning if the party chooses to attack. Additionally, the city's people will treat them as heroes, and can give them of most of the information here (DM's discretion for the exact amount).<br />
<br />
If they escape being drafted, slaughter every disciple, or simply scout the city quickly enough to buy supplies before the drafting occurs, people who enter The Bleeding City will find the town somewhat hospitable. There are standard mundane accommodations, as well as magic items in black markets (requiring a Gather Information check of 15 or greater). Some high-quality equipment can be acquired, though this is even harder to find (requiring a Gather Information check of 25 or greater), and there is markup varying from 20 to 100 percent compared to market price. However, disciples guard the gates, and so if the party attempts to leave, they will find they are trapped.<br />
<br />
Within the Arena, the party's power will be loosely evaluated, their equipment confiscated, and their hands chained. Each day, they will fight to the death against one of the strongest of the gladiators within - mostly martial enemies of 10th level or so. If they win at least three matches, they will fight Zilinos. When not fighting, they will be kept in iron cells and guarded by ten disciples night and day, each readied to blast any escapees into oblivion.<br />
<br />
If the party manages to defeat Zilinos, the disciples will flee, and the city will celebrate. Most of the gladiators will be freed and grateful, or will chase down the disciples. Additionally, twenty thousand gold pieces worth of diamonds and diamond dust can be found under Zilinos' throne, of which the party will be immediately informed. Zilinos also has a collection of magical weapons and armor worth approximately forty thousand gold pieces.<br />
<br />
===Abilities===<br />
<br />
'''Rune of Defiance:''' Zilinos can activate a rune containing the spell Revivify on death, bringing him back to life. However, this leaves him [[Exhausted]], and imposes an additional -2 penalty to Strength and Constitution for a week.<br />
<br />
'''Pounce:''' Zilinos can [[Pounce]], allowing him to make a [[full attack]] at the end of a [[charge]].<br />
<br />
'''(Improved) Uncanny Dodge:''' Zilinos retains his dexterity bonus to armor class when flat-footed or attacked by an invisible enemy. He also cannot be flanked except by a rogue with four more levels than him.<br />
<br />
'''Trapkiller:''' Zilinos can find traps with a Survival check and disable them with an attack roll.<br />
<br />
'''Leap/Power Attack:''' Zilinos' [[Power Attack]] is enhanced when he jumps at least 10 feet prior to the attack, tripling the bonus from the feat.<br />
<br />
===Rage Details===<br />
<br />
While Raging, Zilinos gains +4 strength (resulting in +2 to attack and +3 to damage), a +2 dodge bonus to armor class, +2 to Reflex saves, immunity to fire and to ice, and cannot die. Additionally, as long as he has negative hit points, he remains alive and raging, though after one hour, he becomes completely mindless until his hit points are restored. Finally, whenever he makes a full attack, he may make an additional attack at his full attack bonus, though if he does, all attacks made that round take a -2 penalty to hit.<br />
<br />
Zilinos ''can'' still be killed while raging, but only after reducing him past a threshold equal to twice his maximum hit points (264). Once he passes that threshold, unless healed above the threshold, he will continue to rage for one minute as the rage slowly consumes his body. At the end of the minute, he will immolate in a explosion of raw energy, dealing 1d10 damage per hit die (Reflex half) to all within 100 feet.<br />
<br />
===Weapon Details===<br />
<br />
Zilinos' blade is a specialized crystalline greatsword made from his soul. In addition to standard weapon enhancements, while raging, it is indestructible, can be called as a free action to Zilinos' hand, and heals himself for 10 percent of the damage he deals.<br />
<br />
Additionally, Zilinos' has slaughtered so many with the blade that it has become a sentient artifact, naming itself the Twin Reaper. As such, in addition to the normal abilities of his weapon, it absorbs the souls of its victims, storing them in the blade. Until Zilinos is killed, the souls will never reach the afterlife, and if Zilinos obtains his goal of converting the Twin Reaper into a Soul Cleaver, he will permanently consume every soul trapped within.<br />
<br />
Lastly, the Twin Reaper grants Zilinos a few other abilities while raging. It has the ability to drain his blood as a free action, dealing any amount of hit point damage to himself, usually to trigger his mindless rage. It stores these hitpoints, allowing it to heal him as a free action when enemies have fallen or in an emergency, though as an intelligent item, it can choose not to grant them to Zilinos. Furthermore, it can cast Wraithstrike twice per day as a swift action, making Zilinos' melee attacks touch attacks for the round.<br />
<br />
The Twin Reaper can be targeted with mind affecting spells as if it were an outsider, as it is, to some degree. It has a Will save of +10. If Charmed, Dominated, Confused, knocked unconscious, etc, it will simply be unable to use the two abilities above until it recovers.<br />
<br />
===Combat===<br />
<br />
In combat, Zilinos enters a rage and leaps into battle, hacking and cleaving at whatever target is closest. With his initial leap, he will attempt to kill at least one target, though he may find it difficult. Each turn, he will attempt to pounce with Leap Attack onto another target, but will simply full attack if he cannot. Assuming the party has shown themselves to be a major threat, he will use the Wraithstrike ability noted above whenever he can get in a pounce with Leap Attack.<br />
<br />
Once within 100 hitpoints of the threshold, unless the Twin Reaper has been convinced, tricked, disabled or otherwise chooses to condemn Zilinos, the 126 stored hitpoints will be used to heal Zilinos away from the threshold. Another healing will occur upon crossing the threshold, consuming the healing rune.<br />
<br />
----<br />
Back to [[Main Page]] &amp;rarr; [[3.5e Homebrew]] &amp;rarr; [[3.5e NPCs|NPCs]] &amp;rarr; [[3.5e CR 13 NPCs|CR 13]]&lt;br/&gt;<br />
Back to [[Main Page]] &amp;rarr; [[3.5e Homebrew]] &amp;rarr; [[3.5e NPCs|NPCs]] &amp;rarr; [[3.5e ECL 13 NPCs|ECL 13]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:NPC]]<br />
[[Category:CR13]]<br />
[[Category:ECL13]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Human Subtype]]<br />
[[Category:Chaotic Alignment]]<br />
[[Category:Evil Alignment]]</div>R2d2gohttp://www.dandwiki.com/wiki/Fury_Mage_(3.5e_Prestige_Class)Fury Mage (3.5e Prestige Class)2015-03-31T00:17:43Z<p>R2d2go: </p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=5/5<br />
|editing= Grammar edits for other edits please ask in discussion.<br />
|type= Moderate Spellcasting, Combat Focused<br />
|desc= Fury Mages learn to channel rage into their spells.<br />
|len=10<br />
|minlvl=5<br />
}}<br />
<br />
==Fury Mage==<br />
<br />
{{quote<br />
|My friend was pokin' fun at the mage, and then... all I saw was flashing steel and blinding light. When I could see again, he was gone. Nothing but ashes.<br />
|orig=Zander Vexos, Human Commoner<br />
|src=Survivor Report from the Paradise Valley Massacre<br />
}}<br />
<br />
Fury Mages are casters who have let their rage consume them. They use their rage to make their spells stronger as well as their body.<br />
<br />
===Becoming a Fury Mage===<br />
<br />
Mages who find themselves in frequent close combat will appreciate the defensive benefits of rage, as well as the mental boost.<br />
<br />
<br />
{| class=&quot;d20 dragon monstats&quot; cellspacing=&quot;0&quot; cellpadding=&quot;0&quot;<br />
|+ style=&quot;font-size: larger; white-space: nowrap;&quot; | Entry Requirements<br />
|-<br />
! Alignment:<br />
| Any non-Lawful<br />
|-<br />
! Base Attack Bonus:<br />
| +4<br />
|-<br />
! Spellcasting:<br />
| Ability to cast 2nd level spells<br />
|-<br />
! Feats:<br />
| Combat Casting<br />
|-<br />
! Special:<br />
| Rage class feature<br />
|} <br />
<br />
{| class=&quot;{{d20}}&quot;<br />
|+ &lt;div&gt;{{#anc:Table: The Fury Mage}}&lt;/div&gt;<br />
&lt;p&gt;Hit Die: d8&lt;/p&gt;<br />
|-<br />
! rowspan=&quot;2&quot; | Level<br />
! rowspan=&quot;2&quot; | [[BAB|Base&lt;br/&gt;Attack Bonus]]<br />
! colspan=&quot;3&quot; | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan=&quot;2&quot; | Special<br />
! rowspan=&quot;2&quot; | [[#Spellcasting|Spellcasting]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 1st || +1 || +2 || +0 || +2<br />
| class=&quot;left&quot; | Arcane Rage, Rage +1/day<br />
| class=&quot;left&quot; | <br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 2nd || +2 || +3 || +0 || +3<br />
| class=&quot;left&quot; | Armor Training<br />
| class=&quot;left&quot; | +1 to existing spellcasting class<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 3rd || +3 || +3 || +1 || +3<br />
| class=&quot;left&quot; | Flow of Destruction<br />
| class=&quot;left&quot; | +1 to existing spellcasting class<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 4th || +4 || +4 || +1 || +4<br />
| class=&quot;left&quot; | Eye of the Storm (Concealment), Rage +1/day<br />
| class=&quot;left&quot; |<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 5th || +5 || +4 || +1 || +4<br />
| class=&quot;left&quot; | Spellweave<br />
| class=&quot;left&quot; | +1 to existing spellcasting class<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 6th || +6 || +5 || +2 || +5<br />
| class=&quot;left&quot; | <br />
| class=&quot;left&quot; | +1 to existing spellcasting class<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 7th || +7 || +5 || +2 || +5<br />
| class=&quot;left&quot; | +1 Rage/Day, Eye of the Storm (Total Concealment)<br />
| class=&quot;left&quot; | <br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 8th || +8 || +6 || +2 || +6<br />
| class=&quot;left&quot; | <br />
| class=&quot;left&quot; | +1 to existing spellcasting class<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 9th || +9 || +6 || +3 || +6<br />
| class=&quot;left&quot; | <br />
| class=&quot;left&quot; | +1 to existing spellcasting class<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 10th || +10 || +7 || +3 || +7<br />
| class=&quot;left&quot; | Spellweave (Full Attack), +1 Rage/day<br />
| class=&quot;left&quot; |<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|-<br />
| colspan=&quot;42&quot; class=&quot;skill&quot; |<br />
'''Class Skills (4 + [[Int]] modifier per level)'''&lt;br/&gt;<br />
Concentration, Craft, Intimidate, Knowledge, Spellcraft.<br />
|}<br />
<br />
====Class Features====<br />
'''{{#anc:Proficiencies}}:''' The Fury Mage gains no proficiencies.<br />
<br />
'''{{#anc:Spellcasting}}:''' At each level, except 1, 4, 7 &amp; 10, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a Fury Mage, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<br />
<br />
'''{{#anc:Arcane Rage}} ([[Ex]]):''' At level 1, when a Fury Mage enters a Rage, they keep their presence of mind and their spellcasting ability is enhanced. A Fury Mage's Rage can still cast spells and use magic items while in a rage. He also gains a +4 to their relevant spellcasting ability for the duration of the Rage, which increases to +6 at character level 11 and increases to +8 at character level 20.<br />
<br />
'''{{#anc:Armor Training}} ([[Ex]]):''' At level 2, any armor a Fury Mage wears has its arcane spell failure chance reduced by 5% per two class levels.<br />
<br />
'''{{#anc:Flow of Destruction}} ([[Ex]]):''' At level 3, a Fury Mage learns to blend sword and sorcery to dominate the battlefield. Whenever a Fury Mage deals damage with a spell, he deals bonus damage on his next melee attack equal to his relevant spellcasting modifier. And whenever a Fury Mage deals damage with a melee attack, his next damaging spell deals bonus damage equal to his strength modifier and does not provoke attacks of opportunity. The bonus damage does not stack with itself.<br />
<br />
'''{{#anc:Eye of the Storm}} ([[Ex]]):''' At level 4, every time you cast a spell, you become surrounded by an aura of obscuring energy that causes you to have [[concealment]] from your enemies for one round. At 7th level, this improves to total concealment.<br />
<br />
'''{{#anc:Spellweave}} ([[Ex]]):''' At level 5, a Fury Mage learns to unleash flurries of both magic and melee attacks. Whenever he would make a full attack, he may instead make a single melee attack followed by any spell with a casting time of one standard action or less. At tenth level, this improves, allowing the Fury Mage to cast a spell with a casting time of one standard action or less during a normal full attack.<br />
<br />
====Ex-Fury Mage====<br />
<br />
If a Fury Mage becomes Lawful, they lose all class features except spellcasting.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Fury Mage====<br />
<br />
'''Combat:''' Fury Mages are generally sheer damage, tearing through enemies with powerful cleaves and blasts of magic. They can also sometimes soak up damage with pre-combat buffing combined with natural durability, and may begin combat by controlling the battlefield, but overall they simply deal damage.<br />
<br />
'''Advancement:''' Warmage is a natural class to pair with Fury Mage, as their philosophy is much the same, while Runescarred Berzerker is a viable entry class. Characters who wish to advance their casting ability may find Abjurant Champion or possibly Eldritch Knight a suitable class to further both martial skill. Characters who mainly are using Fury Mage to augment melee skill will find any rage-based class a good addition, though Abjurant Champion will further both physical prowess and the potency of the magical support.<br />
<br />
====Fury Mages in the Game====<br />
<br />
Fury Mages as players make potent damage sources, while NPCs make powerful solo antagonists as they can use both magical and physical attacks.<br />
<br />
'''Adaptation:''' Any gish character can potentially use Fury Mage, by dipping Barbarian and then taking the class.<br />
<br />
'''Sample Encounter:''' Zander Vexos is a powerful Fury Mage, wanted for several massacres resulting in entire cities being razed. Defeating him will not only earn the party his magic items and a large sum of gold from the bounty, but also save many people from further harm.<br />
<br />
''EL 12:'' Zander's travelling plans have been overheard by Myra (City of Light! City of Magic!) guards. They have hired you to intercept him before he reaches civilization and take him, alive or dead.<br />
<br />
[[Zander_Vexs_(3.5e_NPC)]]<br />
<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Divine Spellcasting]]<br />
[[Category:Prepared Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
--&gt;</div>R2d2gohttp://www.dandwiki.com/wiki/Zilinos,_Butcher_of_the_Bleeding_City_(3.5e_NPC)Zilinos, Butcher of the Bleeding City (3.5e NPC)2015-03-31T00:16:54Z<p>R2d2go: </p>
<hr />
<div>{{Stat Block 2<br />
|name=Zilinos |cr=13<br />
|sex=Male |race=[[Human]] |clvl=[[Barbarian]] 6, [[Butcher of Souls (3.5e Prestige Class)|Butcher of Souls]] 7<br />
|al=[[Chaotic Evil|CE]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2 |sens=None |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=14 |touch=12 |flat=12 |othac=+2 dodge to AC while raging. |acmods=+2 armor<br />
|hp=132 |hd=13<br />
|fort=+12 |ref=+6 |will=+4 |othsav=+2 Reflex while raging.<br />
|spd=30 ft. (6 squares)<br />
|melee1=+1 [[Flaming]] [[Frost]] [[Greatsword]] +20 (4d6+10/19&amp;ndash;20)<br />
|bab=+13 |grp=+19<br />
|sa=Whirling Frenzy 5/day, Rune of Defiance, Pounce<br />
|str=22 |dex=14 |con=16 |int=12 |wis=10 |cha=12<br />
|sq=Uncanny Dodge, Improved Uncanny Dodge, Trapkiller, Eternal Rage<br />
|feats=Flaming Berserker, Frozen Berserker, [[Cleave]], [[Great Cleave]], [[Power Attack]], Leap Attack<br />
|skills=[[Survival]] +13, [[Jump]] +19, [[Intimidate]] +14<br />
|poss=[[SRD:Leather Armor|Leather Armor]], +1 [[Flaming]] [[Frost]] [[Greatsword]]<br />
}}<br />
<br />
===The Bleeding City===<br />
<br />
Zilinos rules over The Bleeding City, a once prosperous urban settlement, now reduced to ruin by his wrath. Zilinos allows the city's people to live their lives relatively undisturbed, making the entire city a somewhat active town carved into the ruins of the old city. However, he has an army of loyal disciples who gather people in the city to fight in the Arena, a grotesque pit carved out of the ruin of the old city hall. Within, Zilinos runs a sort of colosseum for his own amusement, then slaughters the champions when they are deemed strong enough souls for his blade to devour.<br />
<br />
An adventuring party who comes across the city may find themselves drafted into the Arena. If they fight those who try to take them in, more will show, though if the entire group of enemies is killed (a group of three, then a group of seven), Zilinos will have little or no warning if the party chooses to attack. Additionally, the city's people will treat them as heroes, and can give them of most of the information here (DM's discretion for the exact amount).<br />
<br />
If they escape being drafted, slaughter every disciple, or simply scout the city quickly enough to buy supplies before the drafting occurs, people who enter The Bleeding City will find the town somewhat hospitable. There are standard mundane accommodations, as well as magic items in black markets (requiring a Gather Information check of 15 or greater). Some high-quality equipment can be acquired, though this is even harder to find (requiring a Gather Information check of 25 or greater), and there is markup varying from 20 to 100 percent compared to market price. However, disciples guard the gates, and so if the party attempts to leave, they will find they are trapped.<br />
<br />
Within the Arena, the party's power will be loosely evaluated, their equipment confiscated, and their hands chained. Each day, they will fight to the death against one of the strongest of the gladiators within - mostly martial enemies of 10th level or so. If they win at least three matches, they will fight Zilinos. When not fighting, they will be kept in iron cells and guarded by ten disciples night and day, each readied to blast any escapees into oblivion.<br />
<br />
If the party manages to defeat Zilinos, the disciples will flee, and the city will celebrate. Most of the gladiators will be freed and grateful, or will chase down the disciples. Additionally, twenty thousand gold pieces worth of diamonds and diamond dust can be found under Zilinos' throne, of which the party will be immediately informed. Zilinos also has a collection of magical weapons and armor worth approximately forty thousand gold pieces.<br />
<br />
===Abilities===<br />
<br />
'''Rune of Defiance:''' Zilinos can activate a rune containing the spell Revivify on death, bringing him back to life. However, this leaves him [[Exhausted]], and imposes an additional -2 penalty to Strength and Constitution for a week.<br />
<br />
'''Pounce:''' Zilinos can [[Pounce]], allowing him to make a [[full attack]] at the end of a [[charge]].<br />
<br />
'''(Improved) Uncanny Dodge:''' Zilinos retains his dexterity bonus to armor class when flat-footed or attacked by an invisible enemy. He also cannot be flanked except by a rogue with four more levels than him.<br />
<br />
'''Trapkiller:''' Zilinos can find traps with a Survival check and disable them with an attack roll.<br />
<br />
'''Leap/Power Attack:''' Zilinos' [[Power Attack]] is enhanced when he jumps at least 10 feet prior to the attack, tripling the bonus from the feat.<br />
<br />
===Rage Details===<br />
<br />
While Raging, Zilinos gains +4 strength (resulting in +2 to attack and +3 to damage), a +2 dodge bonus to armor class, +2 to Reflex saves, immunity to fire and to ice, and cannot die. Additionally, as long as he has negative hit points, he remains alive and raging, though after one hour, he becomes completely mindless until his hit points are restored. Finally, whenever he makes a full attack, he may make an additional attack at his full attack bonus, though if he does, all attacks made that round take a -2 penalty to hit.<br />
<br />
Zilinos ''can'' still be killed while raging, but only after reducing him past a threshold equal to twice his maximum hit points (264). Once he passes that threshold, unless healed above the threshold, he will continue to rage for one minute as the rage slowly consumes his body. At the end of the minute, he will immolate in a explosion of raw energy, dealing 1d10 damage per hit die (Reflex half) to all within 100 feet.<br />
<br />
===Weapon Details===<br />
<br />
Zilinos' blade is a specialized crystalline greatsword made from his soul. In addition to standard weapon enhancements, while raging, it is indestructible, can be called as a free action to Zilinos' hand, and heals himself for 10 percent of the damage he deals.<br />
<br />
Additionally, Zilinos' has slaughtered so many with the blade that it has become a sentient artifact, naming itself the Twin Reaper. As such, in addition to the normal abilities of his weapon, it absorbs the souls of its victims, storing them in the blade. Until Zilinos is killed, the souls will never reach the afterlife, and if Zilinos obtains his goal of converting the Twin Reaper into a Soul Cleaver, he will permanently consume every soul trapped within.<br />
<br />
Lastly, the Twin Reaper grants Zilinos a few other abilities while raging. It has the ability to drain his blood as a free action, dealing any amount of hit point damage to himself, usually to trigger his mindless rage. It stores these hitpoints, allowing it to heal him as a free action when enemies have fallen or in an emergency, though as an intelligent item, it can choose not to grant them to Zilinos. Furthermore, it can cast Wraithstrike twice per day as a swift action, making Zilinos' melee attacks touch attacks for the round.<br />
<br />
The Twin Reaper can be targeted with mind affecting spells as if it were an outsider, as it is, to some degree. It has a Will save of +10. If Charmed, Dominated, Confused, knocked unconscious, etc, it will simply be unable to use the two abilities above until it recovers.<br />
<br />
===Combat===<br />
<br />
In combat, Zilinos enters a rage and leaps into battle, hacking and cleaving at whatever target is closest. With his initial leap, he will attempt to kill at least one target, though he may find it difficult. Each turn, he will attempt to pounce with Leap Attack onto another target, but will simply full attack if he cannot. Assuming the party has shown themselves to be a major threat, he will use the Wraithstrike ability noted above whenever he can get in a pounce with Leap Attack.<br />
<br />
Once within 100 hitpoints of the threshold, unless the Twin Reaper has been convinced, tricked, disabled or otherwise chooses to condemn Zilinos, the 126 stored hitpoints will be used to heal Zilinos away from the threshold. Another healing will occur upon crossing the threshold, consuming the healing rune.<br />
<br />
----<br />
Back to [[Main Page]] &amp;rarr; [[3.5e Homebrew]] &amp;rarr; [[3.5e NPCs|NPCs]] &amp;rarr; [[3.5e CR 13 NPCs|CR 13]]&lt;br/&gt;<br />
Back to [[Main Page]] &amp;rarr; [[3.5e Homebrew]] &amp;rarr; [[3.5e NPCs|NPCs]] &amp;rarr; [[3.5e ECL 13 NPCs|ECL 13]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:NPC]]<br />
[[Category:CR13]]<br />
[[Category:ECL13]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Human Subtype]]<br />
[[Category:Chaotic Alignment]]<br />
[[Category:Evil Alignment]]</div>R2d2gohttp://www.dandwiki.com/wiki/Butcher_of_Souls_(3.5e_Prestige_Class)Butcher of Souls (3.5e Prestige Class)2015-03-31T00:11:56Z<p>R2d2go: </p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=Demon_Butcher.png<br />
|imgloc=bottom<br />
|imgsize=600px<br />
|imgcaption=A demonic Butcher of Souls<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=5/5<br />
|editing=Check with Discussion<br />
|type=Combat Focused, Rage<br />
|desc=A warrior that wields blades made of souls and sharpened with rage to destroy his enemies.<br />
|len=10<br />
|minlvl=6<br />
}}<br />
<br />
==Butcher of Souls==<br />
<br />
{{quote<br />
|You're mine now.<br />
|orig=Zilinos, Human Butcher of Souls<br />
|src=Tales from the Bleeding City <br />
}}<br />
<br />
A Butcher of Souls is a barbarian who has transcended mortal rage to become a force of eternal destruction. By using a piece of his own soul, he creates a blade capable of cleaving through not only mortal flesh but the immortal soul as well. Honing this blade, he becomes a avatar not of death but of pure destruction and rage.<br />
<br />
===Becoming a Butcher of Souls===<br />
<br />
Only the most rage-filled of barbarians have the ability to become a Butcher of Souls. The process of tearing a piece of one's soul out and forging it into a weapon not only requires an absurd amount of rage and obviously damages one's soul, but is also debilitating to the body and mind. To overcome this, an aspiring Butcher of Souls must learn the ritual of separation from an existing Butcher of Souls and prepare extensively. Then, once near death but defying it through rage, he must activate the runes of separation, while several others maintain his body and mind. When he awakens, his weapon will become crystalline and filled with it's own rage, and he will be a Butcher of Souls.<br />
<br />
{| class=&quot;d20 dragon monstats&quot; cellspacing=&quot;0&quot; cellpadding=&quot;0&quot;<br />
|+ style=&quot;font-size: larger; white-space: nowrap;&quot; | Entry Requirements<br />
|-<br />
! Alignment:<br />
| Any Chaotic.<br />
|-<br />
! Base Attack Bonus:<br />
| +6.<br />
|-<br />
! Special:<br />
| Must undergo the Ritual of Separation, as described below (requires a casting of Heal, Restoration, and Revivify, as well as the ability to Rage).<br />
|} <br />
<br />
{| class=&quot;{{d20}}&quot;<br />
|+ &lt;div&gt;{{#anc:Table: The Butcher of Souls}}&lt;/div&gt;<br />
&lt;p&gt;Hit Die: d12&lt;/p&gt;<br />
|-<br />
! rowspan=&quot;2&quot; | Level<br />
! rowspan=&quot;2&quot; | [[BAB|Base&lt;br/&gt;Attack Bonus]]<br />
! colspan=&quot;3&quot; | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan=&quot;2&quot; | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 1st || +1 || +2 || +0 || +2<br />
| class=&quot;left&quot; | Ritual of Separation, Blade of Rage +1<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 2nd || +2 || +3 || +0 || +3<br />
| class=&quot;left&quot; | Rage +1/day<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 3rd || +3 || +3 || +1 || +3<br />
| class=&quot;left&quot; | Blade of Rage +2, Undying Rage<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 4th || +4 || +4 || +1 || +4<br />
| class=&quot;left&quot; | Rage +2/day<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 5th || +5 || +4 || +1 || +4<br />
| class=&quot;left&quot; | Blade of Rage +3, Rune of Defiance<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 6th || +6 || +5 || +2 || +5<br />
| class=&quot;left&quot; | Rage +3/day<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 7th || +7 || +5 || +2 || +5<br />
| class=&quot;left&quot; | Eternal Rage, Blade of Rage +4<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 8th || +8 || +6 || +2 || +6<br />
| class=&quot;left&quot; | Rage +4/day<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 9th || +9 || +6 || +3 || +6<br />
| class=&quot;left&quot; | Blade of Rage +5, Rune of Recovery<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 10th || +10 || +7 || +3 || +7<br />
| class=&quot;left&quot; | Soul Cleaver, Rage +5/day<br />
|-<br />
| colspan=&quot;42&quot; class=&quot;skill&quot; |<br />
'''[[SRD:Class|Class]] Skills (2 + [[SRD:Intelligence|Int]] modifier per level, &amp;times;4 at 1st level)'''&lt;br/&gt;<br />
[[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Handle Animal Skill|Handle Animal]] ([[SRD:Charisma|Cha]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Ride Skill|Ride]] ([[SRD:Dexterity|Dex]]), [[SRD:Survival Skill|Survival]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]).<br />
|}<br />
<br />
====Class Features====<br />
<br />
The class abilities of the Butcher of Souls revolve around the gateway from life to death, and severing it. At first, a Butcher of Souls simply has a powerful instrument of death. However, they soon learn to defy death themselves, eventually learning to destroy souls rather than kill. All of the following are class features of the Butcher of Souls.<br />
<br />
'''{{#anc:Ritual of Separation}} ([[Ex]]):''' An aspiring Butcher of Souls must go through many trials to transcend mortal rage. First, he must find an existing Butcher of Souls to provide him with the ritual instructions and a blessing. Next, he must have this existing Butcher carve a number of runes into his flesh, including one to mend the mind, one to heal bodily wounds, one to sever the soul, and one to bring it back. He must then find casters or magic items to cast ''Revivify'', [[SRD:Heal|''Heal'']] and [[SRD:Restoration|''Restoration'']] upon these runes, where they will be stored, costing him at least 5000 gp. Finally, he must activate the final rune which severs part of his soul. In order to activate this rune, he must reach -5 or lower hit points while raging, then activate all four runes (a single standard action). He will fall unconscious, and in fact momentarily die, but his soul will be brought back by Revivify and the physical and mental damage will be repaired by [[SRD:Heal|''Heal'']] and [[SRD:Restoration|''Restoration'']]. In the following round, he will awaken, permanently changed.<br />
<br />
A Butcher of Souls who has undergone the Ritual has eternally glowing eyes, the color dependent on the Butcher's soul. Most glow dark red, but gold, silver, black and white are all common colors. Other colors exist, but are rare. Additionally, the runes used in the Ritual remain, faintly glowing with the same color as his eyes. When raging, the Butcher's eyes light aflame and his runes glow as a torch, growing brighter as the Butcher approaches death.<br />
<br />
'''{{#anc:Blade of Rage}} ([[Ex]]):''' The Butcher of Souls' signature weapon is his blade made of crystallized soul, formed during the Ritual of Separation. The weapon he was wielding during the Ritual loses all prior abilities and then gains a number of powers when transformed. His bonded weapon gains bonus enhancement, as shown in the class table, which can be used for normal enhancement bonuses or converted into special weapon abilities. The way this bonus is allocated can change once every 24 hours, if the Butcher so chooses. <br />
<br />
Additionally, while in a rage, the weapon gains a few unique abilities. First, it glows with intensity ranging from a barely noticeable to bright sunlight, by the Butcher's choosing. Second, it drains the blood and life energy of its victims, returning hit points equal to 1/10th damage dealt, multiplied by the weapon's enhancement bonus. Finally, it becomes indestructible and can be called at any distance by the Butcher, and if broken prior to entering a rage, automatically reforms in the Butcher's hands.<br />
<br />
Upon the Butcher's death, the Blade shatters, irrevocably destroyed. As the Blade contains the Butcher's soul, a Butcher's soul is released, going to the appropriate afterlife. However, since the Blade is destroyed, the Butcher loses all class abilities and will need to under go the Ritual of Separation a second time to gain a new Blade and regain most class abilities.<br />
<br />
'''{{#anc:Undying Rage}} ([[Ex]]):''' As a result of his encounter and denial of death, once a Butcher of Souls recovers from the Ritual of Separation at 3rd level, he gains the ability to defy his mortality. When in a rage, a Butcher of Souls remains conscious and does not lose hitpoints from acting when his hit points drop to negatives. Additionally, when in negative hitpoints, he gains +4 Strength.<br />
<br />
'''{{#anc:Rune of Defiance}} ([[Su]]):''' At fifth level, a Butcher of Souls gains the ability to reuse some of the runes carved in his flesh, allowing him to further defy death. By making a poultice of crushed diamond dust worth 1000 gp or more, he may charge the rune that casted Revivify, which automatically triggers upon death (CL equal to hit dice). However, using the rune is extremely draining, leaving the Butcher [[Exhausted]], and imposing a -2 penalty to strength and constitution for a week. Until the penalty is lifted, the rune cannot be recharged.<br />
<br />
'''{{#anc:Eternal Rage}} ([[Ex]]):''' After gaining a certain level of power, a Butcher of Souls gains a sort of immortality within his rage. Starting at 7th level, a Butcher of Souls remains in rage for as long as he has negative hit points. However, while at negative hit points, the Butcher becomes mindless, its only urge to slaughter all nearby living things. A Butcher ''can'' still be killed while raging, but only after reducing them past a threshold equal to twice their maximum hit points. Once it passes that threshold, unless healed above the threshold, the Butcher will continue to rage for one minute as the rage slowly consumes their body. At the end of the minute, they immolate in a explosion of raw energy, dealing 1d10 damage per hit die (Reflex half) to all within 30 feet.<br />
<br />
'''{{#anc:Rune of Recovery}} ([[Su]]):''' At ninth level, a Butcher of Souls unlocks a second rune, as a sort of safety against becoming soulless. If he puts the diamond poultice described in Rune of Defiance in the rune that casted Heal, he charges that rune instead. As he crosses the threshold noted above, the rune will trigger, usually bringing the Butcher somewhat safely above the threshold. This is just as exhausting as using the Rune of Defiance, and imposes the same penalties.<br />
<br />
'''{{#anc:Soul Cleaver}} ([[Ex]]):''' Once a Butcher of Souls reaches the peak of their power, they reach their final goal - the destruction of souls. Whenever a 10th level Butcher of Souls kills a creature with a soul while raging, the soul is destroyed rather than sent to its designated afterlife.<br />
<br />
====Ex-Butcher of Souls====<br />
<br />
A Butcher of Souls who stops being chaotic loses the favor of the patron deities of destruction that assist him. While he maintains most of his abilities, if he loses rage, many of these abilities become worthless. Additionally, his soul blade has it's bonus halved (to a minimum of 1).<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Butcher of Souls====<br />
<br />
'''Combat:''' A Butcher of Souls fills much the same role as a regular barbarian in combat, though positions where they are prone to taking the brunt of the damage are even better filled.<br />
<br />
'''Advancement:''' A Butcher of Souls will often return to their original class once they have mastered the art of defying death. However, Runescarred Berzerkers, especially those of 7th level or higher, will find this class a boon, since they are capable of casting two of the three spells needed to finish the Ritual of Separation.<br />
<br />
'''Resources:''' Butchers of Souls have no organization, but stick together.<br />
<br />
====Butchers of Souls in the World====<br />
<br />
{{quote|You weren't just dead. You were gone.|4=High Priest Nephil, Human Cleric}}<br />
<br />
Butchers of Souls can be champions of the heavens, bringers of despair, and free-roaming mercenaries. Their only unified goal is to bring destruction.<br />
<br />
'''NPC Reactions:''' Most NPCs either don't know of Butchers of Souls, or are terrified of them. Since the only way to bring back a destroyed soul is with a Wish or Miracle, many have a deep hatred and fear of the nearly irreversible powers of a Butcher of Souls.<br />
<br />
====Butcher of Souls Lore====<br />
<br />
Characters with ranks in Knowledge (The Planes) or Knowledge (Religion) can research Butchers of Souls to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class=&quot;d20&quot; {{#vardefine: odd | 0}}<br />
|+ Knowledge (The Planes) or Knowledge (Religion):<br />
! DC || class=&quot;left&quot; | Result<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 11 || class=&quot;left&quot; | Butchers of Souls are powerful warriors who can destroy souls themselves.<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 16 || class=&quot;left&quot; | Butchers have weapons made of their souls, which they can make indestructible, call, and rebuild.<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 21 || class=&quot;left&quot; | Butchers occasionally lose their mind, becoming eternal bringers of destruction.<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 26 || class=&quot;left&quot; | Butchers can stay alive past where most would be dead, but entirely lose their mind, attacking any nearby living being, and eventually will destroy themselves. Healing them will restore their minds.<br />
|}<br />
<br />
====Butchers of Souls in the Game====<br />
<br />
'''Adaptation:''' Butchers of Souls have a variety of places in game. A player may want to take the class so that by the time they fight their archnemesis, they can put them down for good. As an encounter, a powerful (10th level) Butcher of Souls is a huge danger to everyone it can reach.<br />
<br />
'''Sample Encounter:''' The party has been worn down after an adventure, and spot a city on the horizon. Upon getting closer, it looks very run down, but hospitable enough... and unwittingly, they enter The Bleeding City, ruled by Zilinos, Butcher of Souls.<br />
<br />
'''The Bleeding City (Overview)'''<br />
<br />
See [[The_Bleeding_City_(3.5e_Quest)|The Bleeding City]] for details.<br />
<br />
Zilinos rules over The Bleeding City, a once prosperous urban settlement, now reduced to ruin by his wrath. Zilinos allows the city's people to live their lives relatively undisturbed, making the entire city a somewhat active town carved into the ruins of the old city. However, he has an army of loyal disciples who gather people in the city to fight in the Arena, a grotesque pit carved out of the ruin of the old city hall. Within, Zilinos runs a sort of colosseum for his own amusement, then slaughters the champions when they are deemed strong enough souls for his blade to devour.<br />
<br />
An adventuring party who comes across the city may find themselves drafted into the Arena. If they fight those who try to take them in, more will show, though if the entire group of enemies is killed (generally twenty or so, a wave of five followed by a wave of fifteen, each a [[Butcher of Souls (3.5e Prestige Class)|Butcher of Souls]] or [[Fury Mage (3.5e Prestige Class)|Fury Mage]] of 7th to 9th level, Zilinos will have little or no warning if the party chooses to attack. Additionally, the city's people will treat them as heroes, and can give them of most of the information here (DM's discretion for the exact amount).<br />
<br />
If they escape being drafted, slaughter every disciple, or simply scout the city quickly enough to buy supplies before the drafting occurs, people who enter The Bleeding City will find the town somewhat hospitable. There are standard mundane accommodations, as well as magic items in black markets (requiring a Gather Information check of 15 or greater). Some high-quality equipment can be acquired, though this is even harder to find (requiring a Gather Information check of 25 or greater), and there is markup varying from 20 to 100 percent compared to market price. However, disciples guard the gates, and so if the party finds they attempts to leave, they will find they are trapped.<br />
<br />
The gatehouses, as well as the Arena and a few mostly-intact buildings nearby which house those favored by Zilinos, hold a number of security measures to keep the city's population in. Each has three mundane as well as a magical beacons to alert Zilinos of any concerns, and he has a small group of casters which can provide him with the speed to reach any gate in essentially no time (Persisted Footsteps of the Divine). Those who are caught are either executed on the spot, tortured, or brought to the Arena.<br />
<br />
Within the Arena, the party's power will be loosely evaluated, their equipment confiscated, and their hands chained. Each day, they will fight to the death against one of the strongest of the gladiators within - mostly martial enemies of 10th level or so. If they win at least three matches, they will fight Zilinos. When not fighting, they will be kept in iron cells and guarded by ten disciples night and day, each readied to blast any escapees into oblivion.<br />
<br />
If the party manages to defeat Zilinos, the disciples will flee, and the city will celebrate. Most of the gladiators will be freed and grateful, or will chase down the disciples. Additionally, twenty thousand gold pieces worth of diamonds and diamond dust can be found under Zilinos' throne, of which the party will be immediately informed. Zilinos also has a collection of magical weapons and armor worth approximately forty thousand gold pieces.<br />
<br />
[[Zilinos,_Butcher_of_the_Bleeding_City_(3.5e_NPC)|Zilinos, Butcher of the Bleeding City]]<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Combat-Focused]]</div>R2d2gohttp://www.dandwiki.com/wiki/Fury_Mage_(3.5e_Prestige_Class)Fury Mage (3.5e Prestige Class)2015-03-31T00:06:36Z<p>R2d2go: </p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=5/5<br />
|editing= Grammar edits for other edits please ask in discussion.<br />
|type= Moderate Spellcasting, Combat Focused<br />
|desc= Fury Mages learn to channel rage into their spells.<br />
|len=10<br />
|minlvl=5<br />
}}<br />
<br />
==Fury Mage==<br />
<br />
{{quote<br />
|My friend was pokin' fun at the mage, and then... all I saw was flashing steel and blinding light. When I could see again, he was gone. Nothing but ashes.<br />
|orig=Zander Vexos, Human Commoner<br />
|src=Survivor Report from the Paradise Valley Massacre<br />
}}<br />
<br />
Fury Mages are casters who have let their rage consume them. They use their rage to make their spells stronger as well as their body.<br />
<br />
===Becoming a Fury Mage===<br />
<br />
Mages who find themselves in frequent close combat will appreciate the defensive benefits of rage, as well as the mental boost.<br />
<br />
<br />
{| class=&quot;d20 dragon monstats&quot; cellspacing=&quot;0&quot; cellpadding=&quot;0&quot;<br />
|+ style=&quot;font-size: larger; white-space: nowrap;&quot; | Entry Requirements<br />
|-<br />
! Alignment:<br />
| Any non-Lawful<br />
|-<br />
! Base Attack Bonus:<br />
| +4<br />
|-<br />
! Spellcasting:<br />
| Ability to cast 2nd level spells<br />
|-<br />
! Feats:<br />
| Combat Casting<br />
|-<br />
! Special:<br />
| Rage class feature<br />
|} <br />
<br />
{| class=&quot;{{d20}}&quot;<br />
|+ &lt;div&gt;{{#anc:Table: The Fury Mage}}&lt;/div&gt;<br />
&lt;p&gt;Hit Die: d8&lt;/p&gt;<br />
|-<br />
! rowspan=&quot;2&quot; | Level<br />
! rowspan=&quot;2&quot; | [[BAB|Base&lt;br/&gt;Attack Bonus]]<br />
! colspan=&quot;3&quot; | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan=&quot;2&quot; | Special<br />
! rowspan=&quot;2&quot; | [[#Spellcasting|Spellcasting]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 1st || +1 || +2 || +0 || +2<br />
| class=&quot;left&quot; | Arcane Rage, Rage +1/day<br />
| class=&quot;left&quot; | <br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 2nd || +2 || +3 || +0 || +3<br />
| class=&quot;left&quot; | Armor Training<br />
| class=&quot;left&quot; | +1 to existing spellcasting class<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 3rd || +3 || +3 || +1 || +3<br />
| class=&quot;left&quot; | Flow of Destruction<br />
| class=&quot;left&quot; | +1 to existing spellcasting class<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 4th || +4 || +4 || +1 || +4<br />
| class=&quot;left&quot; | Eye of the Storm (Concealment), Rage +1/day<br />
| class=&quot;left&quot; |<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 5th || +5 || +4 || +1 || +4<br />
| class=&quot;left&quot; | Spellweave<br />
| class=&quot;left&quot; | +1 to existing spellcasting class<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 6th || +6 || +5 || +2 || +5<br />
| class=&quot;left&quot; | <br />
| class=&quot;left&quot; | +1 to existing spellcasting class<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 7th || +7 || +5 || +2 || +5<br />
| class=&quot;left&quot; | +1 Rage/Day, Eye of the Storm (Total Concealment)<br />
| class=&quot;left&quot; | <br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 8th || +8 || +6 || +2 || +6<br />
| class=&quot;left&quot; | <br />
| class=&quot;left&quot; | +1 to existing spellcasting class<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 9th || +9 || +6 || +3 || +6<br />
| class=&quot;left&quot; | <br />
| class=&quot;left&quot; | +1 to existing spellcasting class<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 10th || +10 || +7 || +3 || +7<br />
| class=&quot;left&quot; | Spellweave (Full Attack), +1 Rage/day<br />
| class=&quot;left&quot; |<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|-<br />
| colspan=&quot;42&quot; class=&quot;skill&quot; |<br />
'''Class Skills (4 + [[Int]] modifier per level)'''&lt;br/&gt;<br />
Concentration, Craft, Intimidate, Knowledge, Spellcraft.<br />
|}<br />
<br />
====Class Features====<br />
'''{{#anc:Proficiencies}}:''' The Fury Mage gains no proficiencies.<br />
<br />
'''{{#anc:Spellcasting}}:''' At each level, except 1, 4, 7 &amp; 10, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a Fury Mage, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<br />
<br />
'''{{#anc:Arcane Rage}} ([[Ex]]):''' At level 1, when a Fury Mage enters a Rage, they keep their presence of mind and their spellcasting ability is enhanced. A Fury Mage's Rage can still cast spells and use magic items while in a rage. He also gains a +4 to their relevant spellcasting ability for the duration of the Rage, which increases to +6 at character level 11 and increases to +8 at character level 20.<br />
<br />
'''{{#anc:Armor Training}} ([[Ex]]):''' At level 2, any armor a Fury Mage wears has its arcane spell failure chance reduced by 5% per two class levels.<br />
<br />
'''{{#anc:Flow of Destruction}} ([[Ex]]):''' At level 3, a Fury Mage learns to blend sword and sorcery to dominate the battlefield. Whenever a Fury Mage deals damage with a spell, he deals bonus damage on his next melee attack equal to his relevant spellcasting modifier. And whenever a Fury Mage deals damage with a melee attack, his next damaging spell deals bonus damage equal to his strength modifier and does not provoke attacks of opportunity. The bonus damage does not stack with itself.<br />
<br />
'''{{#anc:Eye of the Storm}} ([[Ex]]):''' At level 4, every time you cast a spell, you become surrounded by an aura of obscuring energy that causes you to have [[concealment]] from your enemies for one round. At 7th level, this improves to total concealment.<br />
<br />
'''{{#anc:Spellweave}} ([[Ex]]):''' At level 5, a Fury Mage learns to unleash flurries of both magic and melee attacks. Whenever he would make a full attack, he may instead make a single melee attack followed by any spell with a casting time of one standard action or less. At tenth level, this improves to allowing the Fury Mage to cast a spell with a casting time of one standard action or less during a normal full attack.<br />
<br />
====Ex-Fury Mage====<br />
<br />
If a Fury Mage becomes Lawful, they lose all class features except spellcasting.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Fury Mage====<br />
<br />
'''Combat:''' Fury Mages are generally sheer damage, tearing through enemies with powerful cleaves and blasts of magic. They can also sometimes soak up damage with pre-combat buffing combined with natural durability, and may begin combat by controlling the battlefield, but overall they simply deal damage.<br />
<br />
'''Advancement:''' Warmage is a natural class to pair with Fury Mage, as their philosophy is much the same, while Runescarred Berzerker is a viable entry class. Characters who wish to advance their casting ability may find Abjurant Champion or possibly Eldritch Knight a suitable class to further both martial skill. Characters who mainly are using Fury Mage to augment melee skill will find any rage-based class a good addition, though Abjurant Champion will further both physical prowess and the potency of the magical support.<br />
<br />
====Fury Mages in the Game====<br />
<br />
Fury Mages as players make potent damage sources, while NPCs make powerful solo antagonists as they can use both magical and physical attacks.<br />
<br />
'''Adaptation:''' Any gish character can potentially use Fury Mage, by dipping Barbarian and then taking the class.<br />
<br />
'''Sample Encounter:''' Zander Vexos is a powerful Fury Mage, wanted for several massacres resulting in entire cities being razed. Defeating him will not only earn the party his magic items and a large sum of gold from the bounty, but also save many people from further harm.<br />
<br />
''EL 12:'' Zander's travelling plans have been overheard by Myra (City of Light! City of Magic!) guards. They have hired you to intercept him before he reaches civilization and take him, alive or dead.<br />
<br />
[[Zander_Vexs_(3.5e_NPC)]]<br />
<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Divine Spellcasting]]<br />
[[Category:Prepared Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
--&gt;</div>R2d2gohttp://www.dandwiki.com/wiki/Fury_Mage_(3.5e_Prestige_Class)Fury Mage (3.5e Prestige Class)2015-03-31T00:06:03Z<p>R2d2go: </p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=5/5<br />
|editing= Grammar edits for other edits please ask in discussion.<br />
|type= Moderate Spellcasting, Combat Focused<br />
|desc= Fury Mages learn to channel rage into their spells.<br />
|len=10<br />
|minlvl=5<br />
}}<br />
<br />
==Fury Mage==<br />
<br />
{{quote<br />
|My friend was pokin' fun at the mage, and then... all I saw was flashing steel and blinding light. When I could see again, he was gone. Nothing but ashes.<br />
|orig=Zander Vexos, Human Commoner<br />
|src=Survivor Report from the Paradise Valley Massacre<br />
}}<br />
<br />
Fury Mages are casters who have let their rage consume them. They use their rage to make their spells stronger as well as their body.<br />
<br />
===Becoming a Fury Mage===<br />
<br />
Mages who find themselves in frequent close combat will appreciate the defensive benefits of rage, as well as the mental boost.<br />
<br />
<br />
{| class=&quot;d20 dragon monstats&quot; cellspacing=&quot;0&quot; cellpadding=&quot;0&quot;<br />
|+ style=&quot;font-size: larger; white-space: nowrap;&quot; | Entry Requirements<br />
|-<br />
! Alignment:<br />
| Any non-Lawful<br />
|-<br />
! Base Attack Bonus:<br />
| +4<br />
|-<br />
! Spellcasting:<br />
| Ability to cast 2nd level spells<br />
|-<br />
! Feats:<br />
| Combat Casting<br />
|-<br />
! Special:<br />
| Rage class feature<br />
|} <br />
<br />
{| class=&quot;{{d20}}&quot;<br />
|+ &lt;div&gt;{{#anc:Table: The Fury Mage}}&lt;/div&gt;<br />
&lt;p&gt;Hit Die: d8&lt;/p&gt;<br />
|-<br />
! rowspan=&quot;2&quot; | Level<br />
! rowspan=&quot;2&quot; | [[BAB|Base&lt;br/&gt;Attack Bonus]]<br />
! colspan=&quot;3&quot; | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan=&quot;2&quot; | Special<br />
! rowspan=&quot;2&quot; | [[#Spellcasting|Spellcasting]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 1st || +1 || +2 || +0 || +2<br />
| class=&quot;left&quot; | Arcane Rage, Rage +1/day<br />
| class=&quot;left&quot; | <br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 2nd || +2 || +3 || +0 || +3<br />
| class=&quot;left&quot; | Armor Training<br />
| class=&quot;left&quot; | +1 to existing spellcasting class<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 3rd || +3 || +3 || +1 || +3<br />
| class=&quot;left&quot; | Flow of Destruction<br />
| class=&quot;left&quot; | +1 to existing spellcasting class<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 4th || +4 || +4 || +1 || +4<br />
| class=&quot;left&quot; | Eye of the Storm (Concealment), Rage +1/day<br />
| class=&quot;left&quot; |<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 5th || +5 || +4 || +1 || +4<br />
| class=&quot;left&quot; | Spellweave<br />
| class=&quot;left&quot; | +1 to existing spellcasting class<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 6th || +6 || +5 || +2 || +5<br />
| class=&quot;left&quot; | <br />
| class=&quot;left&quot; | +1 to existing spellcasting class<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 7th || +7 || +5 || +2 || +5<br />
| class=&quot;left&quot; | +1 Rage/Day, Eye of the Storm (Total Concealment)<br />
| class=&quot;left&quot; | <br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 8th || +8 || +6 || +2 || +6<br />
| class=&quot;left&quot; | <br />
| class=&quot;left&quot; | +1 to existing spellcasting class<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 9th || +9 || +6 || +3 || +6<br />
| class=&quot;left&quot; | <br />
| class=&quot;left&quot; | +1 to existing spellcasting class<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 10th || +10 || +7 || +3 || +7<br />
| class=&quot;left&quot; | Spellweave (Full Attack), +1 Rage/day<br />
| class=&quot;left&quot; |<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|-<br />
| colspan=&quot;42&quot; class=&quot;skill&quot; |<br />
'''Class Skills (4 + [[Int]] modifier per level)'''&lt;br/&gt;<br />
Concentration, Craft, Intimidate, Knowledge, Spellcraft.<br />
|}<br />
<br />
====Class Features====<br />
'''{{#anc:Proficiencies}}:''' The rage mage gains proficiency no proficiencies.<br />
<br />
'''{{#anc:Spellcasting}}:''' At each level, except 1, 4, 7 &amp; 10, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a Fury Mage, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<br />
<br />
'''{{#anc:Arcane Rage}} ([[Ex]]):''' At level 1, when a Fury Mage enters a Rage, they keep their presence of mind and their spellcasting ability is enhanced. A Fury Mage's Rage can still cast spells and use magic items while in a rage. He also gains a +4 to their relevant spellcasting ability for the duration of the Rage, which increases to +6 at character level 11 and increases to +8 at character level 20.<br />
<br />
'''{{#anc:Armor Training}} ([[Ex]]):''' At level 2, any armor a Fury Mage wears has its arcane spell failure chance reduced by 5% per two class levels.<br />
<br />
'''{{#anc:Flow of Destruction}} ([[Ex]]):''' At level 3, a Fury Mage learns to blend sword and sorcery to dominate the battlefield. Whenever a Fury Mage deals damage with a spell, he deals bonus damage on his next melee attack equal to his relevant spellcasting modifier. And whenever a Fury Mage deals damage with a melee attack, his next damaging spell deals bonus damage equal to his strength modifier and does not provoke attacks of opportunity. The bonus damage does not stack with itself.<br />
<br />
'''{{#anc:Eye of the Storm}} ([[Ex]]):''' At level 4, every time you cast a spell, you become surrounded by an aura of obscuring energy that causes you to have [[concealment]] from your enemies for one round. At 7th level, this improves to total concealment.<br />
<br />
'''{{#anc:Spellweave}} ([[Ex]]):''' At level 5, a Fury Mage learns to unleash flurries of both magic and melee attacks. Whenever he would make a full attack, he may instead make a single melee attack followed by any spell with a casting time of one standard action or less. At tenth level, this improves to allowing the Fury Mage to cast a spell with a casting time of one standard action or less during a normal full attack.<br />
<br />
====Ex-Fury Mage====<br />
<br />
If a Fury Mage becomes Lawful, they lose all class features except spellcasting.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Fury Mage====<br />
<br />
'''Combat:''' Fury Mages are generally sheer damage, tearing through enemies with powerful cleaves and blasts of magic. They can also sometimes soak up damage with pre-combat buffing combined with natural durability, and may begin combat by controlling the battlefield, but overall they simply deal damage.<br />
<br />
'''Advancement:''' Warmage is a natural class to pair with Fury Mage, as their philosophy is much the same, while Runescarred Berzerker is a viable entry class. Characters who wish to advance their casting ability may find Abjurant Champion or possibly Eldritch Knight a suitable class to further both martial skill. Characters who mainly are using Fury Mage to augment melee skill will find any rage-based class a good addition, though Abjurant Champion will further both physical prowess and the potency of the magical support.<br />
<br />
====Fury Mages in the Game====<br />
<br />
Fury Mages as players make potent damage sources, while NPCs make powerful solo antagonists as they can use both magical and physical attacks.<br />
<br />
'''Adaptation:''' Any gish character can potentially use Fury Mage, by dipping Barbarian and then taking the class.<br />
<br />
'''Sample Encounter:''' Zander Vexos is a powerful Fury Mage, wanted for several massacres resulting in entire cities being razed. Defeating him will not only earn the party his magic items and a large sum of gold from the bounty, but also save many people from further harm.<br />
<br />
''EL 12:'' Zander's travelling plans have been overheard by Myra (City of Light! City of Magic!) guards. They have hired you to intercept him before he reaches civilization and take him, alive or dead.<br />
<br />
[[Zander_Vexs_(3.5e_NPC)]]<br />
<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Divine Spellcasting]]<br />
[[Category:Prepared Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
--&gt;</div>R2d2gohttp://www.dandwiki.com/wiki/The_Bleeding_City_(3.5e_Quest)The Bleeding City (3.5e Quest)2015-03-31T00:04:11Z<p>R2d2go: </p>
<hr />
<div>== The Bleeding City ==<br />
<br />
{{3.5e Quest Introduction<br />
|adventurer_levels=11-13<br />
|integration=The Bleeding City can appear anywhere, but ideally appears when the party needs resupplying and no other city is within sight. Once they enter, they will be trapped, and the quest begins.<br />
|preparation_time=30 min<br />
|play_time=1-8 hours (ave. 6)<br />
}}<br />
<br />
=== Quest Introduction ===<br />
<br />
An adventuring party who finds themselves in The Bleeding City is trapped. At their level, it is not difficult to escape using magic, unless they subject themselves to the restrictions of The Arena, but the ruler holds a great deal of wealth and keeps the city in terror. What group of do-gooders could resist? Whether the party sneaks their way into the Arena, brute-force crushes wave after wave of opponents, or ends up magically shackled and must come up with even more extensive plans to escape, The Bleeding City can provide an appropriate challenge.<br />
<br />
==== History ====<br />
<br />
Zilinos rules over The Bleeding City, a once prosperous urban settlement, now reduced to ruin by his wrath. Zilinos allows the city's people to live their lives relatively undisturbed, making the entire city a somewhat active town carved into the ruins of the old city. However, he has an army of loyal disciples who gather people in the city to fight in the Arena, a grotesque pit carved out of the ruin of the old city hall. Within, Zilinos runs a sort of colosseum for his own amusement, then slaughters the champions when they are deemed strong enough souls for his blade to devour.<br />
<br />
==== Hook ====<br />
<br />
For the most part, The Bleeding City draws in its victims by appearing like a normal city, and lures travelers to rest within. The party has been worn down after an adventure, and spot a city on the horizon. Upon getting closer, it looks very run down, but hospitable enough... and unwittingly, they are trapped. Escaping is easy enough, but do they want to leave the people - and a great deal of treasure - trapped in a cruel, bloodthirsty tyrant's grasp?<br />
<br />
==== Background ====<br />
<br />
The adventure is rather open-ended. For the most part, once the party is confronted by disciples of Zilinos, who will attempt to draft the party into the Arena, they begin the quest. If they follow into the Arena, they will need to find a way out before they are killed by Zilinos. If they attack the disciples and succeed, the townspeople will help them plan on how to free the city.<br />
<br />
==== NPCs ====<br />
<br />
[[Zilinos,_Butcher_of_the_Bleeding_City_(3.5e_NPC)|Zilinos]] - Barbarian 6/Butcher of Souls 7<br />
<br />
==== Items ====<br />
<br />
[[Zilinos,_Butcher_of_the_Bleeding_City_(3.5e_NPC)|The Twin Reaper]] - See Weapon Details<br />
<br />
=== Stage One: The Drafting ===<br />
<br />
An adventuring party who comes across the city will find themselves drafted into the Arena at dusk, at which point there is a curfew. If they fight the group of three who try to take them in, the party will have an hour or so of respite. The townspeople will inform the party of what will happen - seven more disciples will come looking for the missing patrol in about an hour, and attempt to capture them, though they have no particular objections to killing. They can and will tear up the ruins of the city searching, but the townspeople will help set up an ambush, as well as make quick transactions for equipment if needed. If they succeed, Zilinos will have little or no warning if the party chooses to attack. Additionally, the city's people will treat them as heroes, and can give them of most of the information here (DM's discretion for the exact amount, see The Assault).<br />
<br />
If they escape being drafted, slaughter every disciple, or simply scout the city quickly enough to buy supplies before the drafting occurs, people who enter The Bleeding City will find the town somewhat hospitable. There are standard mundane accommodations, as well as magic items in black markets (requiring a Gather Information check of 15 or greater). Some high-quality equipment can be acquired, though this is even harder to find (requiring a Gather Information check of 25 or greater), and there is markup varying from 20 to 100 percent compared to market price. However, disciples guard the gates, and so if the party finds they attempts to leave, they will find they are trapped.<br />
<br />
The gatehouses, as well as the Arena and a few mostly-intact buildings nearby which house those favored by Zilinos, hold a number of security measures to keep the city's population in. Each has three mundane as well as a magical beacons to alert Zilinos of any concerns, and he has a small group of casters which can provide him with the speed to reach any gate in essentially no time (Persisted Footsteps of the Divine). Those who are caught are either executed on the spot, tortured, or brought to the Arena.<br />
<br />
'''Encounter 1: Patrol, EL 11'''<br />
<br />
The patrol that initially tries to take the party is composed of two seventh level [[Butcher_of_Souls_(3.5e_Prestige_Class)|Butchers]] and a ninth level, fire-specialized [[Fury Mage (3.5 Prestige Class)|Fury Mage]]. They will first scan the party for magical gear with Detect Magic, then gruffly tell the party that they have been drafted. If the party refuses, they inform them that the alternative is death, and if they refuse again, they attack.<br />
<br />
This first encounter opens with the Fire Mage entering a rage and throwing out an Empowered Fireball, while the Butchers rage and pounce on the closest enemy they can. Once in melee, the Fire Mage will make a full attack before loosing a second Empowered Fireball the following turn, while the butchers continue to attack.<br />
<br />
Attacks against party members near-death are made nonlethal with magic, so even if the party is defeated, they are merely forced into the Arena path.<br />
<br />
'''Encounter 2: The Enforcers (EL 13-)'''<br />
<br />
The enforcers that come to investigate include five Butchers as noted above and two Fury Mages, also as noted above. They follow approximately the same attack patterns, though are in somewhat of a panic as the party should have an ambush set up. The nonlethal attacks are still in effect during this fight.<br />
<br />
=== Stage 2, Option 1: The Arena ===<br />
<br />
If the party is drafted into the Arena, the party's power will be loosely evaluated, their equipment confiscated, and their hands chained with antimagic. Each day, they will fight to the death one-on-one against the strongest of the gladiators within - martial enemies of 10th level or more. For each fight they will be given one magic item of their choice, which they can keep with them in their cell (though some, such as teleportation or rust items, will be confiscated for security). If they win at least three matches, they will fight Zilinos the next day. When not fighting, they will be kept in iron-barred five-foot square cells and guarded by two or three disciples night and day (total EL 11). At any sign of a break-out, a prisoner will be assaulted by prepared spells and attacks.<br />
<br />
On the other hand, any obvious spellcasters will be offered a choice - train to become one of Zilinos' [[Fury Mage (3.5e Prestige Class)|Fury Mages]], or be executed. Assuming they choose the later, they will undergo harsh training befitting a [[barbarian]], as learning to rage is the first step. They will be forced to fight lesser, but still competent enemies (6th level martial classes), without their magic. When not fighting, they too will be imprisoned, but guarded only by one (EL 7).<br />
<br />
If those in the cells manage to break out, they will find keys to their fellow prisoner's cells, which should provide enough of a distraction and information for the party to find the other people in their group, their equipment, and proceed to Zilinos himself unperturbed by his disciples. See [[Zilinos,_Butcher_of_the_Bleeding_City_(3.5e_NPC)|Zilinos]] for more details on his fighting.<br />
<br />
If the party does not have a plan themselves, the DM can choose to assist them in any number of ways. The easiest is to have a prisoner in the martial prison attempt to escape, thus giving the players a distraction and allowing them to break out with two strong strikes against the iron bars. If more prompting is needed, more prisoners can jump at the chance to escape. Alternatively, the casters can be secretly passed lockpicks or a key to open their antimagic bonds, allowing full use of their magic until they are discovered.<br />
<br />
Once freed, the prisoners will create enough distraction for the party to fight Zilinos alone. A freed nage will also inform the party of a number of things, including the stored diamonds and scrolls of Revivify and Revenance under his throne, and how his blade can be restrained by most mind affecting spells. After defeating Zilinos, his blade will shatter, and the souls within will be released.<br />
<br />
'''Encounter 1: Warrior Gladiators (EL 11)'''<br />
<br />
You can use any martial NPC you wish for this fight. Alternatively, use one of the samples under Enemy Statblocks.<br />
<br />
'''Encounter 2: Mage Gladiators (EL 6)'''<br />
<br />
You can use any martial NPC you wish for this fight. Alternatively, use one of the samples under Enemy Statblocks.<br />
<br />
'''Encounter 3: Warrior's Guards (EL 11)'''<br />
<br />
Ten feet in front of the cells are two Butchers or a Lieutenant, while a Fire Mage stands back. They may move down the hall due to a distraction, but otherwise keep fairly close guard of the cells. When any prisoner tries to break out, the melee guards immediately pounce upon the prisoner, while the Fire Mage throws out a fireball.<br />
<br />
Three rounds after the death of the first group, six more will appear. If the party has not opened at least four cells by then, they will have to fight it out (though with the help of whoever they've freed). If not, the freed prisoners provide enough distraction that they only have to get past one group, which should be fairly distracted by prisoners.<br />
<br />
If you want to give the party an additional challenge, give the last Fire Mage a scroll of Delay Death and make sure the melee unit is a single Lieutenant. This will make the Lieutenant functionally invincible for 5 rounds.<br />
<br />
'''Encounter 4: Mage's Guards (EL 7- and 11)'''<br />
<br />
One Butcher, standing in front of most of the cells. After three rounds, a group equal to the Warrior's Guards attacks, but they approach from across a hallway. Assuming one mage is freed each round, that group should be taken care of without too much trouble, as only mages of at least sixth level are kept in the cells. If there are at least two mages in the party, the incoming guards should be easily obliterated.<br />
<br />
'''Encounter 5: Zilinos (EL 13)'''<br />
<br />
See [[Zilinos,_Butcher_of_the_Bleeding_City_(3.5e_NPC)|Zilinos, Butcher of the Bleeding City]] for details.<br />
<br />
=== Stage 2, Option 2: The Assault===<br />
<br />
If the party defeats the attackers, they will be told of the city and the Arena. The townspeople will offer to help plan a liberation of the city, speaking of the great wealth the party could earn (a huge stash of diamonds as well as equipment taken from those drafted into the Arena) as well as how it would benefit the people. They offer to provide a distraction, keeping most of the disciples of the party's back while they free the prisoners. Once the prisoners are freed, they should provide distraction enough to leave Zilinos for them to fight alone. They also note that he has stored several scrolls to bring back the dead somewhere in the Arena.<br />
<br />
Assuming the party takes the easiest route in, killing the guards to the mages' cells before letting the mages take care of the warriors' cells, they will need to fight several waves of guards in a cramped prison hallway before making it out. The warrior's cell instead has three larger waves of guards.<br />
<br />
Once the prisoners are released, a freed mage will inform the party of the stored diamonds and scrolls of Revivify and Revenance under his throne, and how his blade can be restrained by most mind affecting spells. Once Zilinos is forced past his threshold of hit points (see [[Butcher of Souls (3.5e Class)|Butcher of Souls]], the party will need to teleport him away his blade will shatter, and the souls within will be released.<br />
<br />
'''Encounter 1: Arena Guards (EL 12-)'''<br />
<br />
A Fire Mage, a Lieutenant, and four Butchers. They stand spread out, across the thirty-foot wide arena entrance. The party should be able to ambush them, potentially killing one or more immediately.<br />
<br />
'''Encounter 2: Warrior's Guards (EL 11 x3)'''<br />
<br />
Two Butchers or a Lieutenant as well as a Fire Mage will attempt to intercept the party, blocking the hallway. Three rounds later, another group will show, and three rounds later, a third. If the party manages to get past, they can free a given warrior with two strong strikes with a magic weapon, or any other reasonable way. If they fight through the guards, they can simply take their keys.<br />
<br />
If you want to give the party an additional challenge, give the last Fire Mage a scroll of Delay Death and make sure the melee unit is a single Lieutenant. This will make the Lieutenant functionally invincible for 5 rounds.<br />
<br />
'''Encounter 3: Mage's Guards (EL 11+)'''<br />
<br />
The group noted above, plus an additional butcher will attempt to intercept the party, blocking the hallway. If the party manages to get past, they can free a given mage with a dispel or other magic-item/curse negation effect, to negate the negation handcuffs. If they fight through the guards, they can simply take their keys.<br />
<br />
'''Encounter 4: Zilinos'''<br />
<br />
See [[Zilinos,_Butcher_of_the_Bleeding_City_(3.5e_NPC)|Zilinos, Butcher of the Bleeding City]] for details.<br />
<br />
=== Stage 3: The Aftermath===<br />
<br />
Once Zilinos is defeated, the party will be free to loot his extensive equipment stores as well as any remaining diamonds and scrolls. This includes a total of four scrolls of Revivify, four scrolls of Revenance, twenty thousand gold pieces worth of diamonds and diamond dust, and forty thousand gold pieces worth of assorted equipment, varying from low level to mid level.<br />
<br />
However, the city is not quite safe. Many of his disciples escape the wrath of the prisoners, and tracking them down could take some time - but also yield sizeable rewards as the rest of Zilinos' hoard would be recovered. It would also secure the city's safety for the years to come.<br />
<br />
===Enemy Statblocks===<br />
<br />
{{Stat Block 2<br />
|name=Butcher |cr=7<br />
|sex=Male |race=[[Human]] |clvl=[[Barbarian]] 6, [[Butcher of Souls (3.5e Prestige Class)|Butcher of Souls]] 1<br />
|al=[[Chaotic Evil|CE]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2 |sens=None |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=14 |touch=12 |flat=12 |othac=+2 dodge to AC while raging. |acmods=+2 armor, +2 dexterity<br />
|hp=72 |hd=7<br />
|fort=+10 |ref=+4 |will=+2 |othsav=+2 Reflex while raging.<br />
|spd=30 ft. (6 squares)<br />
|melee1=+1 [[Greatsword]] +12 (2d6+7/19&amp;ndash;20)<br />
|bab=+7 |grp=+11<br />
|sa=Whirling Frenzy 3/day, Pounce<br />
|str=18 |dex=14 |con=16 |int=8 |wis=8 |cha=8<br />
|sq=Uncanny Dodge, Improved Uncanny Dodge, Trap Sense +2<br />
|feats=[[Cleave]], [[Power Attack]], Leap Attack, Flaming Berserker<br />
|skills=[[Jump]] +14, [[Intimidate]] +9<br />
|poss=[[SRD:Leather Armor|Leather Armor]]<br />
}}<br />
<br />
'''Rage Details:'''<br />
Raging adds +4 strength, +2 dodge to armor class, +2 reflex, and allows an additional attack during a full attack at the cost of a -2 penalty to all attacks that round.<br />
<br />
{{Stat Block 2<br />
|name=Fire Mage |cr=9<br />
|sex=Male |race=[[Human]] |clvl=[[Barbarian]] 1, [[Wizard]] 6, [[Fury Mage (3.5e Prestige Class)|Butcher of Souls]] 2<br />
|al=[[Chaotic Evil|CE]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2 |sens=None |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=14 |touch=12 |flat=12 |othac=+2 dodge to AC while raging. |acmods=+2 armor, +2 dexterity<br />
|hp=72 |hd=7<br />
|fort=+10 |ref=+4 |will=+2 |othsav=+2 Reflex while raging.<br />
|spd=30 ft. (6 squares)<br />
|melee1=+1 [[Greatsword]] +12 (2d6+7/19&amp;ndash;20)<br />
|bab=+6 |grp=+8<br />
|sa=Raging 3/day, [[Pounce]]<br />
|str=14 |dex=14 |con=14 |int=18 |wis=8 |cha=8<br />
|sq=Uncanny Dodge, Improved Uncanny Dodge, Trap Sense +2<br />
|feats=Combat Casting, Flaming Berserker, Empower Spell, Arcane Thesis (Fireball), Bloodline of Fire<br />
|skills=[[Jump]] +14, [[Intimidate]] +9<br />
|poss=None<br />
}}<br />
<br />
'''Rage Details:'''<br />
Raging adds +4 strength, +4 constitution, +4 intelligence, +2 to will saves vrs fear, -2 armor class, and allows an additional attack during a full attack at the cost of a -2 penalty to all attacks that round.<br />
<br />
'''Spells Prepared:'' <br />
*1st level: Detect Magic x2, Magic Missile, Burning Hands, Shield<br />
*2nd level: Scorching Ray x2, Glitterdust, Invisibility<br />
*3rd level: Fireball x3<br />
*4th level: Empowered Fireball x2<br />
<br />
{{Stat Block 2<br />
|name=Lieutenant |cr=9<br />
|sex=Male |race=[[Human]] |clvl=[[Barbarian]] 6, [[Butcher of Souls (3.5e Prestige Class)|Butcher of Souls]] 3<br />
|al=[[Chaotic Evil|CE]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2 |sens=None |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=14 |touch=12 |flat=12 |othac=+2 dodge to AC while raging. |acmods=+2 armor, +2 dexterity<br />
|hp=72 |hd=7<br />
|fort=+10 |ref=+4 |will=+2 |othsav=+2 Reflex while raging.<br />
|spd=30 ft. (6 squares)<br />
|melee1=+1 Flaming [[Greatsword]] +16 (3d6+10/19&amp;ndash;20)<br />
|bab=+9 |grp=+13<br />
|sa=Whirling Frenzy 4/day, Pounce<br />
|str=22 |dex=14 |con=16 |int=8 |wis=8 |cha=8<br />
|sq=Uncanny Dodge, Improved Uncanny Dodge, Trap Sense +2, Undying Rage<br />
|feats=[[Cleave]], [[Power Attack]], Leap Attack, Flaming Berserker, Martial Study (Burning Blade)<br />
|skills=[[Jump]] +14, [[Intimidate]] +9<br />
|poss=[[SRD:Leather Armor|Leather Armor]], Gauntlets of Ogre Power +2<br />
}}<br />
<br />
'''Rage Details:'''<br />
Raging adds +4 strength, +2 dodge to armor class, +2 reflex, and allows an additional attack during a full attack at the cost of a -2 penalty to all attacks that round. Additionally, while raging, the Lieutenant will stay conscious at negative hit points and gain an additional +4 strength.<br />
<br />
Will us Burning Blade before one pounce to deal an extra 1d6+4 damage per attack.<br />
<br />
----<br />
{{3.5e Quests Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Quest]]</div>R2d2gohttp://www.dandwiki.com/wiki/The_Bleeding_City_(3.5e_Quest)The Bleeding City (3.5e Quest)2015-03-31T00:02:00Z<p>R2d2go: </p>
<hr />
<div>== The Bleeding City ==<br />
<br />
{{3.5e Quest Introduction<br />
|adventurer_levels=11-13<br />
|integration=The Bleeding City can appear anywhere, but ideally appears when the party needs resupplying and no other city is within sight. Once they enter, they will be trapped, and the quest begins.<br />
|preparation_time=30 min<br />
|play_time=1-8 hours (ave. 6)<br />
}}<br />
<br />
=== Quest Introduction ===<br />
<br />
An adventuring party who finds themselves in The Bleeding City is trapped. At their level, it is not difficult to escape using magic, unless they subject themselves to the restrictions of The Arena, but the ruler holds a great deal of wealth and keeps the city in terror. What group of do-gooders could resist? Whether the party sneaks their way into the Arena, brute-force crushes wave after wave of opponents, or ends up magically shackled and must come up with even more extensive plans to escape, The Bleeding City can provide an appropriate challenge.<br />
<br />
==== History ====<br />
<br />
Zilinos rules over The Bleeding City, a once prosperous urban settlement, now reduced to ruin by his wrath. Zilinos allows the city's people to live their lives relatively undisturbed, making the entire city a somewhat active town carved into the ruins of the old city. However, he has an army of loyal disciples who gather people in the city to fight in the Arena, a grotesque pit carved out of the ruin of the old city hall. Within, Zilinos runs a sort of colosseum for his own amusement, then slaughters the champions when they are deemed strong enough souls for his blade to devour.<br />
<br />
==== Hook ====<br />
<br />
For the most part, The Bleeding City draws in its victims by appearing like a normal city, and lures travelers to rest within. The party has been worn down after an adventure, and spot a city on the horizon. Upon getting closer, it looks very run down, but hospitable enough... and unwittingly, they are trapped. Escaping is easy enough, but do they want to leave the people - and a great deal of treasure - trapped in a cruel, bloodthirsty tyrant's grasp?<br />
<br />
==== Background ====<br />
<br />
The adventure is rather open-ended. For the most part, once the party is confronted by disciples of Zilinos, who will attempt to draft the party into the Arena, they begin the quest. If they follow into the Arena, they will need to find a way out before they are killed by Zilinos. If they attack the disciples and succeed, the townspeople will help them plan on how to free the city.<br />
<br />
==== NPCs ====<br />
<br />
[[Zilinos,_Butcher_of_the_Bleeding_City_(3.5e_NPC)|Zilinos]] - Barbarian 6/Butcher of Souls 7<br />
<br />
==== Items ====<br />
<br />
[[Zilinos,_Butcher_of_the_Bleeding_City_(3.5e_NPC)|The Twin Reaper]] - See Weapon Details<br />
<br />
=== Stage One: The Drafting ===<br />
<br />
An adventuring party who comes across the city will find themselves drafted into the Arena at dusk, at which point there is a curfew. If they fight the group of three who try to take them in, the party will have an hour or so of respite. The townspeople will inform the party of what will happen - seven more disciples will come looking for the missing patrol in about an hour, and attempt to capture them, though they have no particular objections to killing. They can and will tear up the ruins of the city searching, but the townspeople will help set up an ambush, as well as make quick transactions for equipment if needed. If they succeed, Zilinos will have little or no warning if the party chooses to attack. Additionally, the city's people will treat them as heroes, and can give them of most of the information here (DM's discretion for the exact amount, see The Assault).<br />
<br />
If they escape being drafted, slaughter every disciple, or simply scout the city quickly enough to buy supplies before the drafting occurs, people who enter The Bleeding City will find the town somewhat hospitable. There are standard mundane accommodations, as well as magic items in black markets (requiring a Gather Information check of 15 or greater). Some high-quality equipment can be acquired, though this is even harder to find (requiring a Gather Information check of 25 or greater), and there is markup varying from 20 to 100 percent compared to market price. However, disciples guard the gates, and so if the party finds they attempts to leave, they will find they are trapped.<br />
<br />
The gatehouses, as well as the Arena and a few mostly-intact buildings nearby which house those favored by Zilinos, hold a number of security measures to keep the city's population in. Each has three mundane as well as a magical beacons to alert Zilinos of any concerns, and he has a small group of casters which can provide him with the speed to reach any gate in essentially no time (Persisted Footsteps of the Divine). Those who are caught are either executed on the spot, tortured, or brought to the Arena.<br />
<br />
'''Encounter 1: Patrol, EL 11'''<br />
<br />
The patrol that initially tries to take the party is composed of two seventh level [[Butcher_of_Souls_(3.5e_Prestige_Class)|Butchers]] and a ninth level, fire-specialized [[Fury Mage (3.5 Prestige Class)|Fury Mage]]. They will first scan the party for magical gear with Detect Magic, then gruffly tell the party that they have been drafted. If the party refuses, they inform them that the alternative is death, and if they refuse again, they attack.<br />
<br />
This first encounter opens with the Fire Mage entering a rage and throwing out an Empowered Fireball, while the Butchers rage and pounce on the closest enemy they can. Once in melee, the Fire Mage will make a full attack before loosing a second Empowered Fireball the following turn, while the butchers continue to attack.<br />
<br />
Attacks against party members near-death are made nonlethal with magic, so even if the party is defeated, they are merely forced into the Arena path.<br />
<br />
'''Encounter 2: The Enforcers (EL 13-)'''<br />
<br />
The enforcers that come to investigate include five Butchers as noted above and two Fury Mages, also as noted above. They follow approximately the same attack patterns, though are in somewhat of a panic as the party should have an ambush set up. The nonlethal attacks are still in effect during this fight.<br />
<br />
=== Stage 2, Option 1: The Arena ===<br />
<br />
If the party is drafted into the Arena, the party's power will be loosely evaluated, their equipment confiscated, and their hands chained with antimagic. Each day, they will fight to the death one-on-one against the strongest of the gladiators within - martial enemies of 10th level or more. For each fight they will be given one magic item of their choice, which they can keep with them in their cell (though some, such as teleportation or rust items, will be confiscated for security). If they win at least three matches, they will fight Zilinos the next day. When not fighting, they will be kept in iron-barred five-foot square cells and guarded by two or three disciples night and day (total EL 11). At any sign of a break-out, a prisoner will be assaulted by prepared spells and attacks.<br />
<br />
On the other hand, any obvious spellcasters will be offered a choice - train to become one of Zilinos' [[Fury Mage (3.5e Prestige Class)|Fury Mages]], or be executed. Assuming they choose the later, they will undergo harsh training befitting a [[barbarian]], as learning to rage is the first step. They will be forced to fight lesser, but still competent enemies (6th level martial classes), without their magic. When not fighting, they too will be imprisoned, but guarded only by one (EL 7).<br />
<br />
If those in the cells manage to break out, they will find keys to their fellow prisoner's cells, which should provide enough of a distraction and information for the party to find the other people in their group, their equipment, and proceed to Zilinos himself unperturbed by his disciples. See [[Zilinos,_Butcher_of_the_Bleeding_City_(3.5e_NPC)|Zilinos]] for more details on his fighting.<br />
<br />
If the party does not have a plan themselves, the DM can choose to assist them in any number of ways. The easiest is to have a prisoner in the martial prison attempt to escape, thus giving the players a distraction and allowing them to break out with two strong strikes against the iron bars. If more prompting is needed, more prisoners can jump at the chance to escape. Alternatively, the casters can be secretly passed lockpicks or a key to open their antimagic bonds, allowing full use of their magic until they are discovered.<br />
<br />
Once freed, the prisoners will create enough distraction for the party to fight Zilinos alone. A freed nage will also inform the party of a number of things, including the stored diamonds and scrolls of Revivify and Revenance under his throne, and how his blade can be restrained by most mind affecting spells. After defeating Zilinos, his blade will shatter, and the souls within will be released.<br />
<br />
'''Encounter 1: Warrior Gladiators (EL 11)'''<br />
<br />
You can use any martial NPC you wish for this fight. Alternatively, use one of the samples under Enemy Statblocks.<br />
<br />
'''Encounter 2: Mage Gladiators (EL 6)'''<br />
<br />
You can use any martial NPC you wish for this fight. Alternatively, use one of the samples under Enemy Statblocks.<br />
<br />
'''Encounter 3: Warrior's Guards (EL 11)'''<br />
<br />
Ten feet in front of the cells are two Butchers or a Lieutenant, while a Fire Mage stands back. They may move down the hall due to a distraction, but otherwise keep fairly close guard of the cells. When any prisoner tries to break out, the melee guards immediately pounce upon the prisoner, while the Fire Mage throws out a fireball.<br />
<br />
Three rounds after the death of the first group, six more will appear. If the party has not opened at least four cells by then, they will have to fight it out (though with the help of whoever they've freed). If not, the freed prisoners provide enough distraction that they only have to get past one group, which should be fairly distracted by prisoners.<br />
<br />
If you want to give the party an additional challenge, give the last Fire Mage a scroll of Delay Death and make sure the melee unit is a single Lieutenant. This will make the Lieutenant functionally invincible for 5 rounds.<br />
<br />
'''Encounter 4: Mage's Guards (EL 7- and 11)'''<br />
<br />
One Butcher, standing in front of most of the cells. After three rounds, a group equal to the Warrior's Guards attacks, but they approach from across a hallway. Assuming one mage is freed each round, that group should be taken care of without too much trouble, as only mages of at least sixth level are kept in the cells. If there are at least two mages in the party, the incoming guards should be easily obliterated.<br />
<br />
'''Encounter 5: Zilinos (EL 13)'''<br />
<br />
See [[Zilinos,_Butcher_of_the_Bleeding_City_(3.5e_NPC)|Zilinos, Butcher of the Bleeding City]] for details.<br />
<br />
=== Stage 2, Option 2: The Assault===<br />
<br />
If the party defeats the attackers, they will be told of the city and the Arena. The townspeople will offer to help plan a liberation of the city, speaking of the great wealth the party could earn (a huge stash of diamonds as well as equipment taken from those drafted into the Arena) as well as how it would benefit the people. They offer to provide a distraction, keeping most of the disciples of the party's back while they free the prisoners. Once the prisoners are freed, they should provide distraction enough to leave Zilinos for them to fight alone. They also note that he has stored several scrolls to bring back the dead somewhere in the Arena.<br />
<br />
Assuming the party takes the easiest route in, killing the guards to the mages' cells before letting the mages take care of the warriors' cells, they will need to fight several waves of guards in a cramped prison hallway before making it out. The warrior's cell instead has three larger waves of guards.<br />
<br />
Once the prisoners are released, a freed mage will inform the party of the stored diamonds and scrolls of Revivify and Revenance under his throne, and how his blade can be restrained by most mind affecting spells. Once Zilinos is forced past his threshold of hit points (see [[Butcher of Souls (3.5e Class)|Butcher of Souls]], the party will need to teleport him away his blade will shatter, and the souls within will be released.<br />
<br />
'''Encounter 1: Arena Guards (EL 12-)'''<br />
<br />
A Fire Mage, a Lieutenant, and four Butchers. They stand spread out, across the thirty-foot wide arena entrance. The party should be able to ambush them, potentially killing one or more immediately.<br />
<br />
'''Encounter 2: Warrior's Guards (EL 11 x3)'''<br />
<br />
Two Butchers or a Lieutenant as well as a Fire Mage will attempt to intercept the party, blocking the hallway. Three rounds later, another group will show, and three rounds later, a third. If the party manages to get past, they can free a given warrior with two strong strikes with a magic weapon, or any other reasonable way. If they fight through the guards, they can simply take their keys.<br />
<br />
If you want to give the party an additional challenge, give the last Fire Mage a scroll of Delay Death and make sure the melee unit is a single Lieutenant. This will make the Lieutenant functionally invincible for 5 rounds.<br />
<br />
'''Encounter 3: Mage's Guards (EL 11+)'''<br />
<br />
The group noted above, plus an additional butcher will attempt to intercept the party, blocking the hallway. If the party manages to get past, they can free a given mage with a dispel or other magic-item/curse negation effect, to negate the negation handcuffs. If they fight through the guards, they can simply take their keys.<br />
<br />
'''Encounter 4: Zilinos'''<br />
<br />
See [[Zilinos,_Butcher_of_the_Bleeding_City_(3.5e_NPC)|Zilinos, Butcher of the Bleeding City]] for details.<br />
<br />
=== Stage 3: The Aftermath===<br />
<br />
Once Zilinos is defeated, the party will be free to loot his extensive equipment stores as well as any remaining diamonds and scrolls. This includes a total of four scrolls of Revivify, four scrolls of Revenance, twenty thousand gold pieces worth of diamonds and diamond dust, and forty thousand gold pieces worth of assorted equipment, varying from low level to mid level.<br />
<br />
However, the city is not quite safe. Many of his disciples escape the wrath of the prisoners, and tracking them down could take some time - but also yield sizeable rewards as the rest of Zilinos' hoard would be recovered. It would also secure the city's safety for the years to come.<br />
<br />
===Enemy Statblocks===<br />
<br />
{{Stat Block 2<br />
|name=Butcher |cr=7<br />
|sex=Male |race=[[Human]] |clvl=[[Barbarian]] 6, [[Butcher of Souls (3.5e Prestige Class)|Butcher of Souls]] 1<br />
|al=[[Chaotic Evil|CE]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2 |sens=None |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=14 |touch=12 |flat=12 |othac=+2 dodge to AC while raging. |acmods=+2 armor, +2 dexterity<br />
|hp=72 |hd=7<br />
|fort=+10 |ref=+4 |will=+2 |othsav=+2 Reflex while raging.<br />
|spd=30 ft. (6 squares)<br />
|melee1=+1 [[Greatsword]] +12 (2d6+7/19&amp;ndash;20)<br />
|bab=+7 |grp=+11<br />
|sa=Whirling Frenzy 3/day, Pounce<br />
|str=18 |dex=14 |con=16 |int=8 |wis=8 |cha=8<br />
|sq=Uncanny Dodge, Improved Uncanny Dodge, Trap Sense +2<br />
|feats=[[Cleave]], [[Power Attack]], Leap Attack, Flaming Berserker<br />
|skills=[[Jump]] +14, [[Intimidate]] +9<br />
|poss=[[SRD:Leather Armor|Leather Armor]]<br />
}}<br />
<br />
'''Rage Details:'''<br />
Raging adds +4 strength, +2 dodge to armor class, +2 reflex, and allows an additional attack during a full attack at the cost of a -2 penalty to all attacks that round.<br />
<br />
{{Stat Block 2<br />
|name=Fire Mage |cr=9<br />
|sex=Male |race=[[Human]] |clvl=[[Barbarian]] 1, [[Wizard]] 6, [[Fury Mage (3.5e Prestige Class)|Butcher of Souls]] 2<br />
|al=[[Chaotic Evil|CE]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2 |sens=None |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=14 |touch=12 |flat=12 |othac=+2 dodge to AC while raging. |acmods=+2 armor, +2 dexterity<br />
|hp=72 |hd=7<br />
|fort=+10 |ref=+4 |will=+2 |othsav=+2 Reflex while raging.<br />
|spd=30 ft. (6 squares)<br />
|melee1=+1 [[Greatsword]] +12 (2d6+7/19&amp;ndash;20)<br />
|bab=+6 |grp=+8<br />
|sa=Raging 3/day, [[Pounce]]<br />
|str=14 |dex=14 |con=14 |int=18 |wis=8 |cha=8<br />
|sq=Uncanny Dodge, Improved Uncanny Dodge, Trap Sense +2<br />
|feats=Combat Casting, Flaming Berserker, Empower Spell, Arcane Thesis (Fireball), Bloodline of Fire<br />
|skills=[[Jump]] +14, [[Intimidate]] +9<br />
|poss=None<br />
}}<br />
<br />
'''Rage Details:'''<br />
Raging adds +4 strength, +4 constitution, +4 intelligence, +2 to will saves vrs fear, -2 armor class, and allows an additional attack during a full attack at the cost of a -2 penalty to all attacks that round.<br />
<br />
'''Spells Prepared:'' <br />
*1st level: Detect Magic x2, Magic Missile, Burning Hands, Shield<br />
*2nd level: Scorching Ray x2, Glitterdust, Invisibility<br />
*3rd level: Fireball x3<br />
*4th level: Empowered Fireball x2<br />
<br />
{{Stat Block 2<br />
|name=Butcher |cr=9<br />
|sex=Male |race=[[Human]] |clvl=[[Barbarian]] 6, [[Butcher of Souls (3.5e Prestige Class)|Butcher of Souls]] 3<br />
|al=[[Chaotic Evil|CE]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2 |sens=None |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=14 |touch=12 |flat=12 |othac=+2 dodge to AC while raging. |acmods=+2 armor, +2 dexterity<br />
|hp=72 |hd=7<br />
|fort=+10 |ref=+4 |will=+2 |othsav=+2 Reflex while raging.<br />
|spd=30 ft. (6 squares)<br />
|melee1=+1 Flaming [[Greatsword]] +16 (3d6+10/19&amp;ndash;20)<br />
|bab=+9 |grp=+13<br />
|sa=Whirling Frenzy 4/day, Pounce<br />
|str=22 |dex=14 |con=16 |int=8 |wis=8 |cha=8<br />
|sq=Uncanny Dodge, Improved Uncanny Dodge, Trap Sense +2, Undying Rage<br />
|feats=[[Cleave]], [[Power Attack]], Leap Attack, Flaming Berserker, Martial Study (Burning Blade)<br />
|skills=[[Jump]] +14, [[Intimidate]] +9<br />
|poss=[[SRD:Leather Armor|Leather Armor]], Gauntlets of Ogre Power +2<br />
}}<br />
<br />
'''Rage Details:'''<br />
Raging adds +4 strength, +2 dodge to armor class, +2 reflex, and allows an additional attack during a full attack at the cost of a -2 penalty to all attacks that round. Additionally, while raging, the Lieutenant will stay conscious at negative hit points and gain an additional +4 strength.<br />
<br />
Will us Burning Blade before one pounce to deal an extra 1d6+4 damage per attack.<br />
<br />
----<br />
{{3.5e Quests Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Quest]]</div>R2d2gohttp://www.dandwiki.com/wiki/Zilinos,_Butcher_of_the_Bleeding_City_(3.5e_NPC)Zilinos, Butcher of the Bleeding City (3.5e NPC)2015-03-31T00:00:00Z<p>R2d2go: </p>
<hr />
<div>{{Stat Block 2<br />
|name=Zilinos |cr=13<br />
|sex=Male |race=[[Human]] |clvl=[[Barbarian]] 6, [[Butcher of Souls (3.5e Prestige Class)|Butcher of Souls]] 7<br />
|al=[[Chaotic Evil|CE]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2 |sens=None |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=14 |touch=12 |flat=12 |othac=+2 dodge to AC while raging. |acmods=+2 armor<br />
|hp=132 |hd=13<br />
|fort=+12 |ref=+6 |will=+4 |othsav=+2 Reflex while raging.<br />
|spd=30 ft. (6 squares)<br />
|melee1=+1 [[Flaming]] [[Frost]] [[Greatsword]] +20 (4d6+10/19&amp;ndash;20)<br />
|bab=+13 |grp=+19<br />
|sa=Whirling Frenzy 5/day, Rune of Defiance, Pounce<br />
|str=22 |dex=14 |con=16 |int=12 |wis=10 |cha=12<br />
|sq=Uncanny Dodge, Improved Uncanny Dodge, Trapkiller, Eternal Rage<br />
|feats=Flaming Berserker, Frozen Berserker, [[Cleave]], [[Great Cleave]], [[Power Attack]], Leap Attack<br />
|skills=[[Survival]] +13, [[Jump]] +19, [[Intimidate]] +14<br />
|poss=[[SRD:Leather Armor|Leather Armor]], +1 [[Flaming]] [[Frost]] [[Greatsword]]<br />
}}<br />
<br />
===The Bleeding City===<br />
<br />
Zilinos rules over The Bleeding City, a once prosperous urban settlement, now reduced to ruin by his wrath. Zilinos allows the city's people to live their lives relatively undisturbed, making the entire city a somewhat active town carved into the ruins of the old city. However, he has an army of loyal disciples who gather people in the city to fight in the Arena, a grotesque pit carved out of the ruin of the old city hall. Within, Zilinos runs a sort of colosseum for his own amusement, then slaughters the champions when they are deemed strong enough souls for his blade to devour.<br />
<br />
An adventuring party who comes across the city may find themselves drafted into the Arena. If they fight those who try to take them in, more will show, though if the entire group of enemies is killed (a group of three, then a group of seven), Zilinos will have little or no warning if the party chooses to attack. Additionally, the city's people will treat them as heroes, and can give them of most of the information here (DM's discretion for the exact amount).<br />
<br />
If they escape being drafted, slaughter every disciple, or simply scout the city quickly enough to buy supplies before the drafting occurs, people who enter The Bleeding City will find the town somewhat hospitable. There are standard mundane accommodations, as well as magic items in black markets (requiring a Gather Information check of 15 or greater). Some high-quality equipment can be acquired, though this is even harder to find (requiring a Gather Information check of 25 or greater), and there is markup varying from 20 to 100 percent compared to market price. However, disciples guard the gates, and so if the party attempts to leave, they will find they are trapped.<br />
<br />
Within the Arena, the party's power will be loosely evaluated, their equipment confiscated, and their hands chained. Each day, they will fight to the death against one of the strongest of the gladiators within - mostly martial enemies of 10th level or so. If they win at least three matches, they will fight Zilinos. When not fighting, they will be kept in iron cells and guarded by ten disciples night and day, each readied to blast any escapees into oblivion.<br />
<br />
If the party manages to defeat Zilinos, the disciples will flee, and the city will celebrate. Most of the gladiators will be freed and grateful, or will chase down the disciples. Additionally, twenty thousand gold pieces worth of diamonds and diamond dust can be found under Zilinos' throne, of which the party will be immediately informed. Zilinos also has a collection of magical weapons and armor worth approximately forty thousand gold pieces.<br />
<br />
===Abilities===<br />
<br />
'''Rune of Defiance:''' Zilinos can activate a rune containing the spell Revivify on death, bringing him back to life. However, this leaves him [[Exhausted]], and imposes an additional -2 penalty to Strength and Constitution for a week.<br />
<br />
'''Pounce:''' Zilinos can [[Pounce]], allowing him to make a [[full attack]] at the end of a [[charge]].<br />
<br />
'''(Improved) Uncanny Dodge:''' Zilinos retains his dexterity bonus to armor class when flat-footed or attacked by an invisible enemy. He also cannot be flanked except by a rogue with four more levels than him.<br />
<br />
'''Trapkiller:''' Zilinos can find traps with a Survival check and disable them with an attack roll.<br />
<br />
'''Leap/Power Attack:''' Zilinos' [[Power Attack]] is enhanced when he jumps at least 10 feet prior to the attack, tripling the bonus from the feat.<br />
<br />
===Rage Details===<br />
<br />
While Raging, Zilinos gains +4 strength (resulting in +2 to attack and +3 to damage), a +2 dodge bonus to armor class, +2 to Reflex saves, immunity to fire and to ice, and cannot die. Additionally, as long as he has negative hit points, he remains alive and raging, though after one hour, he becomes completely mindless until his hit points are restored. Finally, whenever he makes a full attack, he may make an additional attack at his full attack bonus, though if he does, all attacks made that round take a -2 penalty to hit.<br />
<br />
Zilinos ''can'' still be killed while raging, but only after reducing them past a threshold equal to twice his maximum hit points (264). Once he passes that threshold, unless healed above the threshold, he will continue to rage for one hour as the rage slowly consumes his body. At the end of the hour, he will immolate in a explosion of raw energy, dealing 10 damage per hit die (Reflex half) to all within 100 feet.<br />
<br />
===Weapon Details===<br />
<br />
Zilinos' blade is a specialized crystalline greatsword made from his soul. In addition to standard weapon enhancements, while raging, it is indestructible, can be called as a free action to Zilinos' hand, and heals himself for 10 percent of the damage he deals.<br />
<br />
Additionally, Zilinos' has slaughtered so many with the blade that it has become a sentient artifact, naming itself the Twin Reaper. As such, in addition to the normal abilities of his weapon, it absorbs the souls of its victims, storing them in the blade. Until Zilinos is killed, the souls will never reach the afterlife, and if Zilinos obtains his goal of converting the Twin Reaper into a Soul Cleaver, he will permanently consume every soul trapped within.<br />
<br />
Lastly, the Twin Reaper grants Zilinos a few other abilities while raging. It has the ability to drain his blood as a free action, dealing any amount of hit point damage to himself, usually to trigger his mindless rage. It stores these hitpoints, allowing it to heal him as a free action when enemies have fallen or in an emergency, though as an intelligent item, it can choose not to grant them to Zilinos. Furthermore, it can cast Wraithstrike twice per day as a swift action, making Zilinos' melee attacks touch attacks for the round.<br />
<br />
The Twin Reaper can be targeted with mind affecting spells as if it were an outsider, as it is, to some degree. It has a Will save of +10. If Charmed, Dominated, Confused, knocked unconscious, etc, it will simply be unable to use the two abilities above until it recovers.<br />
<br />
===Combat===<br />
<br />
In combat, Zilinos enters a rage and leaps into battle, hacking and cleaving at whatever target is closest. With his initial leap, he will attempt to kill at least one target, though he may find it difficult. Each turn, he will attempt to pounce with Leap Attack onto another target, but will simply full attack if he cannot. Assuming the party has shown themselves to be a major threat, he will use the Wraithstrike ability noted above whenever he can get in a pounce with Leap Attack.<br />
<br />
Once within 100 hitpoints of the threshold, unless the Twin Reaper has been convinced, tricked, disabled or otherwise chooses to condemn Zilinos, the 126 stored hitpoints will be used to heal Zilinos away from the threshold. Another healing will occur upon crossing the threshold, consuming the healing rune.<br />
<br />
----<br />
Back to [[Main Page]] &amp;rarr; [[3.5e Homebrew]] &amp;rarr; [[3.5e NPCs|NPCs]] &amp;rarr; [[3.5e CR 13 NPCs|CR 13]]&lt;br/&gt;<br />
Back to [[Main Page]] &amp;rarr; [[3.5e Homebrew]] &amp;rarr; [[3.5e NPCs|NPCs]] &amp;rarr; [[3.5e ECL 13 NPCs|ECL 13]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:NPC]]<br />
[[Category:CR13]]<br />
[[Category:ECL13]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Human Subtype]]<br />
[[Category:Chaotic Alignment]]<br />
[[Category:Evil Alignment]]</div>R2d2gohttp://www.dandwiki.com/wiki/Choker_(3.5e_Race)Choker (3.5e Race)2015-03-30T19:51:03Z<p>R2d2go: </p>
<hr />
<div>{{x0<br />
|la=+1<br />
|ecl=4<br />
|type=[[Aberration]]<br />
|ability_adjust=+6 Str, +4 Dex, +2 Con, -6 Int, +2 Wis, -4 Cha <br />
|size=Small<br />
|favored_class=Rogue<br />
|desc=A vicious predator, grabbing any prey that comes near.<br />
}}<br />
<br />
== Chokers ==<br />
<br />
=== Personality ===<br />
<br />
Chokers are ravenous, greedy hunters. They lurk in the darkness of caves and dungeons, snatching any prey they can get their grasping tendrils on. Easily bribed and hard to escape from, they can at best be controlled and at worst be consumed by.<br />
<br />
=== Physical Description ===<br />
<br />
A choker appears to be a mottled brown, semi-humanoid creature with long tendril-like limbs ending with four fingers, lined on the inside with spines that allow it to climb walls and constrict enemies. A choker’s skull, spine, and rib cage are bony, but its limbs are really tentacles with multiple knobby joints of cartilage. Thus, it appears bowlegged, and its movements seem peculiar and fluid. It's elongated face ends in a grotesque mouth filled with jagged teeth, and always appears to be snarling. The creature weighs about 35 pounds.<br />
<br />
=== Relations ===<br />
<br />
Chokers are animalistic predators. The only peaceful interaction they might have is through heavy bribery, and even then they are hostile and combative. Otherwise, they simply attack and consume what they can, and flee or hide from what they cannot.<br />
<br />
=== Alignment ===<br />
<br />
Usually Chaotic Evil<br />
<br />
=== Lands ===<br />
<br />
Underground. Chokers live almost exclusively in caves, dungeons and similar locations. They tend to use the ceilings and walls of such areas to their advantage, utilizing their skill at climbing to ambush prey.<br />
<br />
=== Language ===<br />
<br />
Undercommon.<br />
<br />
=== Racial Traits ===<br />
<br />
* +6 Strength, +4 Dexterity, +2 Constitution, -6 Intelligence (minimum 3), +2 Wisdom, -4 Charisma<br />
* [[Aberration]]: Chokers are at best hideous, mutated forms of natural creatures<br />
* ''[[SRD:Small|Small]]:'' As a [[SRD:Small|Small]] creature, a Choker gains a +1 size bonus to [[SRD:Armor Class|Armor Class]], a +1 size bonus on [[SRD:Attack Roll|attack rolls]], and a +4 size bonus on [[SRD:Hide Skill|Hide]] checks, but she uses smaller weapons than [[SRD:Humans (Race)|human]]s use, and her lifting and carrying limits are three-quarters of those of a [[SRD:Medium|Medium]] character.<br />
* Choker [[base land speed]] is 20 feet: Climb 10 feet<br />
*[[SRD:Darkvision|Darkvision]] out to 60 feet.<br />
*Racial [[SRD:Hit Dice (Creature Statistic)|Hit Dice:]] A choker begins with three levels of [[SRD:Aberration Type|aberration]], which provide 3d8 [[SRD:Hit Dice|Hit Dice]], a [[SRD:Base Attack Bonus|base attack bonus]] of +2, and base [[SRD:Saving Throw|saving throw]] bonuses of Fort +1, Ref +1, and [[SRD:Saving Throw|Will]] +3. <br />
*Racial [[SRD:Skills (Creature Statistic)|Skills:]] A Choker’s [[SRD:Aberration Type|aberration]] levels give it [[SRD:Skill Points|skill points]] equal to 6 x (2 + [[SRD:Intelligence|Int]] modifier, minimum 1). Its [[SRD:Class|class]] skills are Climb, Hide, Move Silently, Intimidate, Jump. Chokers have a +8 racial bonus on [[SRD:Climb Skill|Climb]] checks.<br />
*+4 racial bonus to Grapple checks.<br />
*[[SRD:Natural Weapons|Natural Weapons]]: Tentacle (1d3) - this natural weapon has a reach of 10 feet.<br />
*Special Attacks (see above): Constrict (1d3), Improved Grab.<br />
*Special Qualities (see above): Quickness. A choker can take an extra standard or move action during it's turn each round.<br />
* [[Automatic Languages]]: Undercommon. [[Bonus Languages]]: Common.<br />
* [[Favored Class]]: Rogue.<br />
* [[Level Adjustment]]: +1<br />
<br />
=== Vital Statistics ===<br />
<br />
{| class=&quot;d20&quot; cellspacing=&quot;0&quot; cellpadding=&quot;0&quot;<br />
|+ Table: &lt;!-- insert race name --&gt; Random Starting Ages<br />
|- style=&quot;white-space: nowrap;&quot;<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style=&quot;white-space: nowrap;&quot;<br />
| 10 years || +1d4 || +2d4 || +2d6<br />
|}<br />
<br />
{| class=&quot;d20&quot; cellspacing=&quot;0&quot; cellpadding=&quot;0&quot;<br />
|+ Table: Choker Aging Effects<br />
|- style=&quot;white-space: nowrap;&quot;<br />
! Middle Age&lt;sup&gt;1&lt;/sup&gt; || Old&lt;sup&gt;2&lt;/sup&gt; || Venerable&lt;sup&gt;3&lt;/sup&gt; || Maximum Age<br />
|- style=&quot;white-space: nowrap;&quot;<br />
| 25 years || 35 years || 50 years || +1d20 years<br />
|- style=&quot;white-space: nowrap;&quot;<br />
| colspan=&quot;5&quot; class=&quot;foot&quot; |<br />
# At middle age, &amp;minus;1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At old age, &amp;minus;2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At venerable age, &amp;minus;3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
|}<br />
<br />
{| cellspacing=&quot;0&quot; cellpadding=&quot;0&quot; class=&quot;d20&quot;<br />
|-<br />
|+ Table: Choker Random Height and Weight<br />
|- style=&quot;white-space: nowrap;&quot;<br />
! style=&quot;text-align: left;&quot; | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style=&quot;white-space: nowrap;&quot;<br />
| style=&quot;text-align: left;&quot; | Male || 2' 8&quot; || +2d4 || 30 lb. || &amp;times; (1) lb.<br />
|- class=&quot;even&quot; style=&quot;white-space: nowrap;&quot;<br />
| style=&quot;text-align: left;&quot; | Female || 2' 6&quot; || +2d4 || 30 lb. || &amp;times; (1) lb.<br />
|}<br />
<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Aberration Type]]<br />
[[Category:Small Size]]<br />
[[Category:LA1]]<br />
[[Category:ECL4]]</div>R2d2gohttp://www.dandwiki.com/wiki/Choker_(3.5e_Race)Choker (3.5e Race)2015-03-30T19:44:07Z<p>R2d2go: </p>
<hr />
<div>{{x0<br />
|la=+1<br />
|ecl=4<br />
|type=[[Aberration]]<br />
|ability_adjust=+6 Str, +4 Dex, +2 Con, -6 Int, +2 Wis, -4 Cha <br />
|size=Small<br />
|favored_class=Rogue<br />
|desc=A vicious predator, grabbing any prey that comes near.<br />
}}<br />
<br />
== Chokers ==<br />
<br />
=== Personality ===<br />
<br />
Chokers are ravenous, greedy hunters. They lurk in the darkness of caves and dungeons, snatching any prey they can get their grasping tendrils on. Easily bribed and hard to escape from, they can at best be controlled and at worst be consumed by.<br />
<br />
=== Physical Description ===<br />
<br />
A choker appears to be a mottled brown, semi-humanoid creature with long tendril-like limbs ending with four fingers, lined on the inside with spines that allow it to climb walls and constrict enemies. A choker’s skull, spine, and rib cage are bony, but its limbs are really tentacles with multiple knobby joints of cartilage. Thus, it appears bowlegged, and its movements seem peculiar and fluid. It's elongated face ends in a grotesque mouth filled with jagged teeth, and always appears to be snarling. The creature weighs about 35 pounds.<br />
<br />
=== Relations ===<br />
<br />
Chokers are animalistic predators. The only peaceful interaction they might have is through heavy bribery, and even then they are hostile and combative. Otherwise, they simply attack and consume what they can, and flee or hide from what they cannot.<br />
<br />
=== Alignment ===<br />
<br />
Usually Chaotic Evil<br />
<br />
=== Lands ===<br />
<br />
Underground. Chokers live almost exclusively in caves, dungeons and similar locations. They tend to use the ceilings and walls of such areas to their advantage, utilizing their skill at climbing to ambush prey.<br />
<br />
=== Language ===<br />
<br />
Undercommon.<br />
<br />
=== Racial Traits ===<br />
<br />
* +6 Strength, +4 Dexterity, +2 Constitution, -6 Intelligence (minimum 3), +2 Wisdom, -4 Charisma<br />
* [[Aberration]]: Chokers are at best hideous, mutated forms of natural creatures<br />
* ''[[SRD:Small|Small]]:'' As a [[SRD:Small|Small]] creature, a Choker gains a +1 size bonus to [[SRD:Armor Class|Armor Class]], a +1 size bonus on [[SRD:Attack Roll|attack rolls]], and a +4 size bonus on [[SRD:Hide Skill|Hide]] checks, but she uses smaller weapons than [[SRD:Humans (Race)|human]]s use, and her lifting and carrying limits are three-quarters of those of a [[SRD:Medium|Medium]] character.<br />
* Choker [[base land speed]] is 20 feet: Climb 10 feet<br />
*[[SRD:Darkvision|Darkvision]] out to 60 feet.<br />
*Racial [[SRD:Hit Dice (Creature Statistic)|Hit Dice:]] A choker begins with three levels of [[SRD:Aberration Type|aberration]], which provide 3d8 [[SRD:Hit Dice|Hit Dice]], a [[SRD:Base Attack Bonus|base attack bonus]] of +2, and base [[SRD:Saving Throw|saving throw]] bonuses of Fort +0, Ref +0, and [[SRD:Saving Throw|Will]] +3. <br />
*Racial [[SRD:Skills (Creature Statistic)|Skills:]] A Choker’s [[SRD:Aberration Type|aberration]] levels give it [[SRD:Skill Points|skill points]] equal to 6 x (2 + [[SRD:Intelligence|Int]] modifier, minimum 1). Its [[SRD:Class|class]] skills are Climb, Hide, Move Silently, Intimidate, Jump. Chokers have a +8 racial bonus on [[SRD:Climb Skill|Climb]] checks.<br />
*+4 racial bonus to Grapple checks.<br />
*[[SRD:Natural Weapons|Natural Weapons]]: Tentacle (1d3) - this natural weapon has a reach of 10 feet.<br />
*Special Attacks (see above): Constrict (1d3), Improved Grab.<br />
*Special Qualities (see above): Quickness. A choker can take an extra standard or move action during it's turn each round.<br />
* [[Automatic Languages]]: Undercommon. [[Bonus Languages]]: Common.<br />
* [[Favored Class]]: Rogue.<br />
* [[Level Adjustment]]: +1<br />
<br />
=== Vital Statistics ===<br />
<br />
{| class=&quot;d20&quot; cellspacing=&quot;0&quot; cellpadding=&quot;0&quot;<br />
|+ Table: &lt;!-- insert race name --&gt; Random Starting Ages<br />
|- style=&quot;white-space: nowrap;&quot;<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style=&quot;white-space: nowrap;&quot;<br />
| 10 years || +1d4 || +2d4 || +2d6<br />
|}<br />
<br />
{| class=&quot;d20&quot; cellspacing=&quot;0&quot; cellpadding=&quot;0&quot;<br />
|+ Table: Choker Aging Effects<br />
|- style=&quot;white-space: nowrap;&quot;<br />
! Middle Age&lt;sup&gt;1&lt;/sup&gt; || Old&lt;sup&gt;2&lt;/sup&gt; || Venerable&lt;sup&gt;3&lt;/sup&gt; || Maximum Age<br />
|- style=&quot;white-space: nowrap;&quot;<br />
| 25 years || 35 years || 50 years || +1d20 years<br />
|- style=&quot;white-space: nowrap;&quot;<br />
| colspan=&quot;5&quot; class=&quot;foot&quot; |<br />
# At middle age, &amp;minus;1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At old age, &amp;minus;2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At venerable age, &amp;minus;3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
|}<br />
<br />
{| cellspacing=&quot;0&quot; cellpadding=&quot;0&quot; class=&quot;d20&quot;<br />
|-<br />
|+ Table: Choker Random Height and Weight<br />
|- style=&quot;white-space: nowrap;&quot;<br />
! style=&quot;text-align: left;&quot; | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style=&quot;white-space: nowrap;&quot;<br />
| style=&quot;text-align: left;&quot; | Male || 2' 8&quot; || +2d4 || 30 lb. || &amp;times; (1) lb.<br />
|- class=&quot;even&quot; style=&quot;white-space: nowrap;&quot;<br />
| style=&quot;text-align: left;&quot; | Female || 2' 6&quot; || +2d4 || 30 lb. || &amp;times; (1) lb.<br />
|}<br />
<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Aberration Type]]<br />
[[Category:Small Size]]<br />
[[Category:LA1]]<br />
[[Category:ECL4]]</div>R2d2gohttp://www.dandwiki.com/wiki/User:R2d2goUser:R2d2go2015-02-11T09:45:59Z<p>R2d2go: </p>
<hr />
<div>Hey guys, updating my user page for the first time in a couple years (again). Anyway, if anyone sees this page, say hello! I'd like to know the wiki's people better. Here's some of my favorite contributions, check them out!<br />
<br />
''[[Battle_Chemist_(3.5e_Class)|Battle Chemist]]:'' Basically a casting variant that uses science instead of magic. Took a lot of effort, still incomplete mixture list, but will be awesome, hopefully. Any contributions much appreciated.<br />
<br />
''[[Mechanus_Knight_(3.5e_Class)|Mechanus Knight]]:'' A nonmagical, steam powered behemoth, improving through innovations in their technology.<br />
<br />
Want to be a rogue that coats the room with mirror images? Want to fight by tactically analyzing the room instead of going THOG SMASH? Want to impress the townsfolk with a huge, Good-aligned avatar of yourself floating above you? I'm your guy! Some of these are purely stats. If you have a request or an idea, drop it in discussion. <br />
<br />
Entirely Complete:<br />
<br />
''[[Fury_Mage_(3.5e_Prestige_Class)|Fury Mage]]:'' A gish that blends rage with close-combat casting.<br />
<br />
''[[Fate_Weaver_(3.5e_Prestige_Class)|Fate Weaver]]:'' A caster that draws from a tarot deck to augment casting with powers from the Deck of Many Things. <br />
<br />
''[[Butcher_of_Souls_(3.5e_Prestige_Class)|Butcher of Souls]]:'' A raging warrior that uses a blade forged from his soul and tempered with rage to defy mortality.<br />
<br />
Statistically Complete:<br />
<br />
''[[Aligned_Warrior_(3.5e_Prestige_Class)|Aligned Warrior]]:'' A holy warrior that uses alignment-based powers to augment his abilities.<br />
<br />
''[[Smiting_Avenger_(3.5e_Prestige_Class)|Smiting Avenger]] (And it's Dragonfire Adept adaptation, [[Dragonfire_Champion_(3.5e_Prestige_Class)|Dragonfire Champion]]''): A martial champion of the gods, focused around smiting.<br />
<br />
''[[Echo_Warrior_(3.5e_Prestige_Class)|Echo Warrior]]:'' An agile warrior, using residual images to assist him in combat.<br />
<br />
''[[Pyromaniac_(3.5e_Prestige_Class)|Pyromaniac]]:'' A fire-based casting class, burning spells for fiery powers.<br />
<br />
''[[Calculated_Warrior_(3.5e_Prestige_Class)|Calculated Warrior]]:'' A warrior that uses intellect and skill to fight with calculated precision.<br />
<br />
''[[Avenging_Barbarian_(3.5e_Prestige_Class)|Avenging Barbarian]]:'' A barbarian that uses vengeful fury to power his strikes. Not really polished or balanced.<br />
<br />
''[[Incarnator_(3.5e_Class)|Incarnator]]:'' A master of grafts, creating them and using related powers with unparalleled expertise.<br />
<br />
Works in Progress:<br />
<br />
''[[Specialist_(3.5e_Prestige_Class)|Specialist]]:'' Don't feel like optimizing and/or breaking the game? Give melee nice things in a chosen specialty with this class!<br />
<br />
''[[Frost_Knight_(3.5e_Prestige_Class)|Frost Knight]]:'' A gish glass that grants ice based martial benefits while advancing spellcasting.</div>R2d2gohttp://www.dandwiki.com/wiki/User:R2d2goUser:R2d2go2015-02-11T09:45:34Z<p>R2d2go: </p>
<hr />
<div>Hey guys, updating my user page for the first time in a couple years (again). Anyway, if anyone sees this page, say hello! I'd like to know the wiki's people better. Here's some of my favorite contributions, check them out!<br />
<br />
''[[Battle_Chemist_(3.5e_Class)|Battle Chemist]]:'' Basically a casting variant that uses science instead of magic. Took a lot of effort, still incomplete mixture list, but will be awesome, hopefully. Any contributions much appreciated.<br />
<br />
''[[Mechanus_Knight_(3.5e_Class)|Mechanus Knight]]:'' A nonmagical, steam powered behemoth, improving through innovations in their technology.<br />
<br />
Want to be a rogue that coats the room with images? Want to fight by tactically analyzing the room instead of going THOG SMASH? Want to impress the townsfolk with a huge, Good-aligned avatar of yourself floating above you? I'm your guy! Some of these are purely stats. If you have a request or an idea, drop it in discussion. <br />
<br />
Entirely Complete:<br />
<br />
''[[Fury_Mage_(3.5e_Prestige_Class)|Fury Mage]]:'' A gish that blends rage with close-combat casting.<br />
<br />
''[[Fate_Weaver_(3.5e_Prestige_Class)|Fate Weaver]]:'' A caster that draws from a tarot deck to augment casting with powers from the Deck of Many Things. <br />
<br />
''[[Butcher_of_Souls_(3.5e_Prestige_Class)|Butcher of Souls]]:'' A raging warrior that uses a blade forged from his soul and tempered with rage to defy mortality.<br />
<br />
Statistically Complete:<br />
<br />
''[[Aligned_Warrior_(3.5e_Prestige_Class)|Aligned Warrior]]:'' A holy warrior that uses alignment-based powers to augment his abilities.<br />
<br />
''[[Smiting_Avenger_(3.5e_Prestige_Class)|Smiting Avenger]] (And it's Dragonfire Adept adaptation, [[Dragonfire_Champion_(3.5e_Prestige_Class)|Dragonfire Champion]]''): A martial champion of the gods, focused around smiting.<br />
<br />
''[[Echo_Warrior_(3.5e_Prestige_Class)|Echo Warrior]]:'' An agile warrior, using residual images to assist him in combat.<br />
<br />
''[[Pyromaniac_(3.5e_Prestige_Class)|Pyromaniac]]:'' A fire-based casting class, burning spells for fiery powers.<br />
<br />
''[[Calculated_Warrior_(3.5e_Prestige_Class)|Calculated Warrior]]:'' A warrior that uses intellect and skill to fight with calculated precision.<br />
<br />
''[[Avenging_Barbarian_(3.5e_Prestige_Class)|Avenging Barbarian]]:'' A barbarian that uses vengeful fury to power his strikes. Not really polished or balanced.<br />
<br />
''[[Incarnator_(3.5e_Class)|Incarnator]]:'' A master of grafts, creating them and using related powers with unparalleled expertise.<br />
<br />
Works in Progress:<br />
<br />
''[[Specialist_(3.5e_Prestige_Class)|Specialist]]:'' Don't feel like optimizing and/or breaking the game? Give melee nice things in a chosen specialty with this class!<br />
<br />
''[[Frost_Knight_(3.5e_Prestige_Class)|Frost Knight]]:'' A gish glass that grants ice based martial benefits while advancing spellcasting.</div>R2d2gohttp://www.dandwiki.com/wiki/User:R2d2goUser:R2d2go2015-02-11T09:44:32Z<p>R2d2go: </p>
<hr />
<div>Hey guys, updating my user page for the first time in a couple years. Anyway, if anyone sees this page, say hello! I'd like to know the wiki's people better. Anyway, here's some of my favorite contributions, check them out!<br />
<br />
''[[Battle_Chemist_(3.5e_Class)|Battle Chemist]]:'' Basically a casting variant that uses science instead of magic. Took a lot of effort, still incomplete mixture list, but will be awesome, hopefully. Any contributions much appreciated.<br />
<br />
''[[Mechanus_Knight_(3.5e_Class)|Mechanus Knight]]:'' A nonmagical, steam powered behemoth, improving through innovations in their technology.<br />
<br />
Want to be a rogue that coats the room with images? Want to fight by tactically analyzing the room instead of going THOG SMASH? Want to impress the townsfolk with a huge, Good-aligned avatar of yourself floating above you? I'm your guy! Some of these are purely stats. If you have a request or an idea, drop it in discussion. <br />
<br />
Entirely Complete:<br />
<br />
''[[Fury_Mage_(3.5e_Prestige_Class)|Fury Mage]]:'' A gish that blends rage with close-combat casting.<br />
<br />
''[[Fate_Weaver_(3.5e_Prestige_Class)|Fate Weaver]]:'' A caster that draws from a tarot deck to augment casting with powers from the Deck of Many Things. <br />
<br />
''[[Butcher_of_Souls_(3.5e_Prestige_Class)|Butcher of Souls]]:'' A raging warrior that uses a blade forged from his soul and tempered with rage to defy mortality.<br />
<br />
Statistically Complete:<br />
<br />
''[[Aligned_Warrior_(3.5e_Prestige_Class)|Aligned Warrior]]:'' A holy warrior that uses alignment-based powers to augment his abilities.<br />
<br />
''[[Smiting_Avenger_(3.5e_Prestige_Class)|Smiting Avenger]] (And it's Dragonfire Adept adaptation, [[Dragonfire_Champion_(3.5e_Prestige_Class)|Dragonfire Champion]]''): A martial champion of the gods, focused around smiting.<br />
<br />
''[[Echo_Warrior_(3.5e_Prestige_Class)|Echo Warrior]]:'' An agile warrior, using residual images to assist him in combat.<br />
<br />
''[[Pyromaniac_(3.5e_Prestige_Class)|Pyromaniac]]:'' A fire-based casting class, burning spells for fiery powers.<br />
<br />
''[[Calculated_Warrior_(3.5e_Prestige_Class)|Calculated Warrior]]:'' A warrior that uses intellect and skill to fight with calculated precision.<br />
<br />
''[[Avenging_Barbarian_(3.5e_Prestige_Class)|Avenging Barbarian]]:'' A barbarian that uses vengeful fury to power his strikes. Not really polished or balanced.<br />
<br />
''[[Incarnator_(3.5e_Class)|Incarnator]]:'' A master of grafts, creating them and using related powers with unparalleled expertise.<br />
<br />
Works in Progress:<br />
<br />
''[[Specialist_(3.5e_Prestige_Class)|Specialist]]:'' Don't feel like optimizing and/or breaking the game? Give melee nice things in a chosen specialty with this class!<br />
<br />
''[[Frost_Knight_(3.5e_Prestige_Class)|Frost Knight]]:'' A gish glass that grants ice based martial benefits while advancing spellcasting.</div>R2d2gohttp://www.dandwiki.com/wiki/User:R2d2goUser:R2d2go2015-02-11T09:43:15Z<p>R2d2go: </p>
<hr />
<div>Hey guys, updating my user page for the first time in a couple years. Anyway, if anyone sees this page, say hello! I'd like to know the wiki's people better. Anyway, here's some of my favorite contributions, check them out!<br />
<br />
''[[Battle_Chemist_(3.5e_Class)|Battle Chemist]]:'' Basically a casting variant that uses science instead of magic. Took a lot of effort, still incomplete mixture list, but will be awesome, hopefully. Any contributions much appreciated.<br />
<br />
''[[Mechanus_Knight_(3.5e_Class)|Mechanus Knight]]:'' A nonmagical, steam powered behemoth, improving through innovations in their technology.<br />
<br />
I'm also making a lot of classes now, that are amusingly interesting, mechanically. Want to be a rogue that coats the room with images? Want to fight by tactically analyzing the room instead of going THOG SMASH? Want to impress the townsfolk with a huge, Good-aligned avatar of yourself floating above you? I'm your guy! Some of these are purely stats. '''I'm taking suggestions!''' If you have a request or an idea, drop it in discussion. '''Note:''' I'm good at making up mechanics. I'm not so good at balancing them without playtesting. If you plan on using any of this, check with your DM. Also, if you balance it pretty well, feel free to tell me about it, so I can make the change on the class's page.<br />
<br />
Entirely Complete:<br />
<br />
''[[Fury_Mage_(3.5e_Prestige_Class)|Fury Mage]]:'' A gish that blends rage with close-combat casting.<br />
<br />
''[[Fate_Weaver_(3.5e_Prestige_Class)|Fate Weaver]]:'' A caster that draws from a tarot deck to augment casting with powers from the Deck of Many Things. <br />
<br />
''[[Butcher_of_Souls_(3.5e_Prestige_Class)|Butcher of Souls]]:'' A raging warrior that uses a blade forged from his soul and tempered with rage to defy mortality.<br />
<br />
Statistically Complete:<br />
<br />
''[[Aligned_Warrior_(3.5e_Prestige_Class)|Aligned Warrior]]:'' A holy warrior that uses alignment-based powers to augment his abilities.<br />
<br />
''[[Smiting_Avenger_(3.5e_Prestige_Class)|Smiting Avenger]] (And it's Dragonfire Adept adaptation, [[Dragonfire_Champion_(3.5e_Prestige_Class)|Dragonfire Champion]]''): A martial champion of the gods, focused around smiting.<br />
<br />
''[[Echo_Warrior_(3.5e_Prestige_Class)|Echo Warrior]]:'' An agile warrior, using residual images to assist him in combat.<br />
<br />
''[[Pyromaniac_(3.5e_Prestige_Class)|Pyromaniac]]:'' A fire-based casting class, burning spells for fiery powers.<br />
<br />
''[[Calculated_Warrior_(3.5e_Prestige_Class)|Calculated Warrior]]:'' A warrior that uses intellect and skill to fight with calculated precision.<br />
<br />
''[[Avenging_Barbarian_(3.5e_Prestige_Class)|Avenging Barbarian]]:'' A barbarian that uses vengeful fury to power his strikes. Not really polished or balanced.<br />
<br />
''[[Incarnator_(3.5e_Class)|Incarnator]]:'' A master of grafts, creating them and using related powers with unparalleled expertise.<br />
<br />
Works in Progress:<br />
<br />
''[[Specialist_(3.5e_Prestige_Class)|Specialist]]:'' Don't feel like optimizing and/or breaking the game? Give melee nice things in a chosen specialty with this class!<br />
<br />
''[[Frost_Knight_(3.5e_Prestige_Class)|Frost Knight]]:'' A gish glass that grants ice based martial benefits while advancing spellcasting.</div>R2d2gohttp://www.dandwiki.com/wiki/Talk:Earth-Bound_(3.5e_Class)Talk:Earth-Bound (3.5e Class)2015-02-11T09:42:07Z<p>R2d2go: </p>
<hr />
<div>So, I haven't finished. But tell me if you have ideas for more abilities, or other tips. Please, any advice, rating, ect. is awesome, though I'd like it if you could post ideas here and then I will add them, just in case something doesn't fit with the class I had in mind.<br />
-r2d2go<br />
<br />
Done! Tell me what you think.<br />
-r2d2go<br />
<br />
Just attempted to balance it a bunch after realizing how OP it was. Still no views. Sadface.<br />
-r2d2go<br />
<br />
Hey, it's me, a few years older and wiser in the ways of D&amp;D. Out of nostalgia, I'll be fixing this horrible, horrible class, but it'll take awhile. Cheers for the reviews, though! --[[User:R2d2go|R2d2go]] ([[User talk:R2d2go|talk]]) 02:42, 11 February 2015 (MST)<br />
<br />
== class like this should be prestige class, not base class ==<br />
<br />
Also there is no reason to limit the alignment.<br />
<br />
You may want to make your base power usable at will and use manipulation points for improvements. This is just the normal method, however, and I don't see anything fundamentally wrong eith this mechanic.<br />
<br />
Don't give BAB and skill ranks. Give bonuses to attack rolls and skill bonuses.<br />
<br />
You also need to clarify some of your earth manipulation powers, especially the summoning ability.<br />
<br />
I would review this, but it isn't letting me.</div>R2d2gohttp://www.dandwiki.com/wiki/Earth-Bound_(3.5e_Class)Earth-Bound (3.5e Class)2015-02-11T09:40:15Z<p>R2d2go: </p>
<hr />
<div>&lt;includeonly&gt;{{Reviewing Template<br />
|template=Requestreview<br />
|cat=Requestreview<br />
|{{{1}}}<br />
}}&lt;/includeonly&gt;&lt;noinclude&gt;{{Reviewing Template<br />
|template=Requestreview<br />
|cat=<br />
|I have no clue if it's any good, and would like to know.<br />
}}&lt;/noinclude&gt;<br />
{{needsbalance|There's balance issues everywhere, but let's start with their first power, Move. The way the multipliers combine is not clear ( 5x10 and 10x1 and 5x10 becomes 5x5x10?) but if I can move 10 lb of rock at 10 ft. speed for 1 point, it would seem that 100 ft. speed is 10 points and 1000 ft. speed is 100 points. Using the formula, that's a fall of 8333 ft., for 138d6 damage. That's quite a lot for a 1st level character.}} <br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=5/5<br />
|editing=Constructive Edits welcome, but please check in on discussion first.<br />
|type=Spontaneous Spellcasting, Combat-Focused<br />
|desc=A class that manipulates earth as its only ability, but can fit many roles as there are endless things to do with stone.<br />
}}<br />
<br />
== Earth-Bound ==<br />
<br />
Earthbound are a type of magic-user that use the realm's powers to fight. They are the most limited and most varied magic users at the same time, using only one spell but using it for everything. This is meant for mainly stone realms.<br />
<br />
=== Making an Earth-bound ===<br />
<br />
Earthbound can be many things, as their earth manipulation allows them to create armor, weapons, strike enemies, climb, and other things. They are mostly combat and physical utility.<br />
<br />
'''Abilities:''' Earth-bound need high Concentration and Craft, so high Int is key. All other ability scores are up to the player, as Earth-Bound can do most anything.<br />
<br />
'''Races:'''Dwarves are often Earth-bound as they love stone. Any race can be Earth-bound but the less intelligent creatures are generally worse off.<br />
<br />
'''Starting Gold:''' No starting gold.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:'''As [[wizard]]<br />
{| class=&quot;{{d20}}&quot;<br />
|+<br />
&lt;div&gt;{{#anc:Table: The Earth-bound}}&lt;/div&gt;<br />
Hit Die: d8<br />
|-<br />
! rowspan=&quot;2&quot; | Level<br />
! rowspan=&quot;2&quot; | [[BAB|Base&lt;br/&gt;Attack Bonus]]<br />
! colspan=&quot;3&quot; | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan=&quot;2&quot; | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|1st|| class=&quot;left&quot; | 0 || 0 || 0 || 2<br />
| class=&quot;left&quot; | Earth Manipulation x 100 Applied Earth, Earth Move, Rank 1 Specialization, Earth-bound +1, Earthen Ability, Long Sleep, Focused Skillset<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|2nd|| class=&quot;left&quot; | 1 || 0 || 0 || 3<br />
| class=&quot;left&quot; | Earth Manipulation x 110<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|3rd|| class=&quot;left&quot; | 1 || 1 || 1 || 3<br />
| class=&quot;left&quot; | Tendril damage 1d12, Earth Manipulation x 140<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|4th||class=&quot;left&quot; | 2 || 1 || 1 || 4<br />
| class=&quot;left&quot; | Rank up specialization, Earth Manipulation x 190<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|5th||class=&quot;left&quot; | 2 || 1 || 1 || 4<br />
| class=&quot;left&quot; | Earth-bound +2, Earth Body +1, Earth Manipulation x 260, +1 Move/round<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|6th||class=&quot;left&quot; | 3 || 2 || 2 || 5<br />
| class=&quot;left&quot; | Earth Manipulation x 350<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|7th||class=&quot;left&quot; | 3 || 2 || 2 || 5<br />
| class=&quot;left&quot; | Tendril damage 2d6,Earth Manipulation x 460<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|8th||class=&quot;left&quot; | 4 || 2 || 2 || 6<br />
| class=&quot;left&quot; | Rank up specialization, Earth Manipulation x 590<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|9th||class=&quot;left&quot; | 4 || 3 || 3 || 6<br />
| class=&quot;left&quot; | Earth Manipulation x 740<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|10th||class=&quot;left&quot; | 5 || 3 || 3 || 7<br />
| class=&quot;left&quot; | Earth-bound +3, Earth Body +2, Earth Manipulation x 910, +1 Move/round<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|11th||class=&quot;left&quot; | 5 || 3 || 3 || 7<br />
| class=&quot;left&quot; | Tendril damage 2d8, Earth Manipulation x 1100<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|12th||class=&quot;left&quot; | 6/1 || 4 || 4 || 8<br />
| class=&quot;left&quot; | Rank up specialization, Earth Manipulation x 1310<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|13th||class=&quot;left&quot; | 6/1 || 4 || 4 || 8<br />
| class=&quot;left&quot; | Earth Manipulation x 1540<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|14th||class=&quot;left&quot; | 7/2 || 4 || 4 || 9<br />
| class=&quot;left&quot; | Earth Manipulation x 1790<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|15th||class=&quot;left&quot; | 7/2 || 5 || 5 || 9<br />
| class=&quot;left&quot; | Earth-bound +4, Tendril damage 2d10, Earth Body +3, Earth Manipulation x 2060, +1 Move/round<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|16th||class=&quot;left&quot; | 8/3 || 5 || 5 || 10<br />
| class=&quot;left&quot; | Rank up specialization, Earth Manipulation x 2350<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|17th||class=&quot;left&quot; | 8/3 || 5 || 5 || 10<br />
| class=&quot;left&quot; | Earth Manipulation x 2660<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|18th||class=&quot;left&quot; | 9/4 || 6 || 6 || 11<br />
| class=&quot;left&quot; | Earth Manipulation x 2990<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|19th||class=&quot;left&quot; | 9/4 || 6 || 6 || 11<br />
| class=&quot;left&quot; | Tendril damage 2d12, Earth Manipulation x 3340<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|20th||class=&quot;left&quot; | 10/5 || 6 || 6 || 12<br />
| class=&quot;left&quot; | Earth-bound +5, Tendril damage 3d10,Rank up specialization, Earth Body +4, Earth Manipulation x 3910, +1 Move/round<br />
|-<br />
| colspan=&quot;42&quot; class=&quot;skill&quot; |<br />
'''Class Skills (2 + [[SRD:Intelligence|Int]] modifier per level, &amp;times;4 at 1st level)'''&lt;br/&gt;<br />
[[SRD:Knowledge Skill|Knowledge]](Nature),[[SRD:Knowledge Skill|Knowledge]](Geography), [[SRD:Concentration Skill|Concentration]], [[SRD:Craft Skill|Craft]]<br />
<br />
==== Class Features ====<br />
<br />
Earth-bound are good fighters to use their earth powers more effectively. They also use their earth manipulation to make them more skilled in many ways. Their most prominent feature is their Earth Manipulation - it is their only ability that s a common person. All of the following are class features of the Earth-bound.<br />
<br />
'''Weapon and Armor Proficiency:''' All Simple Weapons, Light Armor.<br />
<br />
'''{{#anc:Focused Skillset:}}''' You get a bonus equal to half your Earth Bound level to Concentration and Craft skills.<br />
<br />
'''{{#anc:Long Sleep:}}''' Earthbound require more sleep than other people. If an Earth-bound gets standard hours of rest, they are Fatigued for the first and 16th hour they are awake, and lose half their manipulation points. An extra hour of sleep lowers the Fatigued time to half an hour and manipulation point loss to one quarter, and two hours eliminates all penalties.<br />
<br />
'''{{#anc:Earth Manipulation}}''' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]): All Earth-bound use the Earth to help them do extraordinary things. This requires a 1 hour meditation to ask the earth for its powers each day. Only one thing can be manipulated at once, increasing by 1 every 5 levels.<br />
<br />
''{{#anc:Move:}}''You can move 10 lbs of the main material of their realm (almost always rock) at 10 ft per round with their mind for 1 round, 100 times per day, increasing each level and with a maximum for a single movement equal to one-tenth of the total maximum. This requires a concentration check with DC 10+1 per pound, minimum 1. You can use more 'manipulation points' to move heavier things, move faster, or move for longer. For each additional 10 lbs, 10 ft per round, or 1 round of duration, add one point of cost. You can only move one object at a time. You can easily create any armor or weapon in 1 round with {{#anc:move}}. Moving objects deal 1d6 damage, plus 1d6 per five points spent into speed or weight: For example, spending an extra 3 points on speed (for a total speed of 40 feet per round) and 2 points on weight (a total of 30 lbs) deals 2d6 damage.<br />
<br />
''{{#anc:Animate:}}'' You can animate stone for 10 times the cost of Move. This stone follows any verbal instructions given, and when orders cannot be fufilled the stone will crumble, returning points to the owner equal to (points spent)x hours left/24. This requires no check. Any item created weighs five times as much as wood and the same as metal, and has an enchantment bonus equal to your Earth-Bound Level/5. Animated stone does not count towards the limit of one moving object maintained, and last for 24 hours.<br />
<br />
''{{#anc:Tendrils:}}'' The basic, uncreative but powerful attack that Earth-bound can use - slicing up the opponent with sharp tendrils of rock. This deals more damage as the Earth-bound grows in power, starting at 1d10+Dex damage, and making attacks as a manufactured weapon with 10 foot reach. They also allow you to act with them as if they were arms, allowing you to grapple, disarm or otherwise act with additional reach.<br />
<br />
''{{#anc:Creating Creatures:}}'' You can create the equivalent of elementals and stone golems instantly using move and animate. However, these have no actual will, and crumble at the end of the move or animation. This costs ten times as much as moving or animating an equivalently weighted piece of stone at a speed of the creature's base land speed.<br />
<br />
''{{#anc:Enveloping:}}'' You can envelop things much like a [[Shifting_Stone_(3.5e_Equipment)|Shifting Stone]]. This does not cost manipulation points.<br />
<br />
'''{{#anc:Earth-bound}}''' You gain a +1 to all rolls when touching the ground and a -2 penalty to all rolls when not touching the ground, both increasing at every 5 levels. You cannot purposefully remove yourself from the ground - skills requiring this (such as jump) require you to use Applied Earth. If separated from the Earth, an Earth-bound loses all powers until he touches the earth again, except manipulation points. However, manipulating cost 10x the points.<br />
<br />
'''{{#anc:Applied Earth}}:''' You can use the earth to assist you in almost every skill. Any time you want to make a skill check, you can make a concentration check to use Earth Manipulation to boost the check. On a success, add one fourth of your level to the check.<br />
<br />
'''{{#anc:Earth Ability:}}''' You can take feats that require a Str or Dex score without that score. However, you can only use these abilities while using an Earth-Bound power to act (e.g. Tendrils for attacking, Applied Earth for skills).<br />
<br />
'''{{#anc:Earthen Body:}}''' As the Earth-bound grows in power, his body becomes earth. He gets a +1 to Natural Armor, saves, attack and damage rolls and checks for every 5 levels of Earth-bound he has.<br />
<br />
'''{{#anc:Earthen Specialty}}''' Earth-bound specialize in types of fighting. At first level and every 4th level thereafter, you gain 1 rank in any of these specialties.<br />
<br />
''{{#anc:Fighter:}}'' You use the earth to smash enemies better than the average person. <br />
*Rank 1: +1 Fortitude, +1 BAB, Proficient in martial weapons and light shields. 1 fighter bonus feat. +1 BAB. +2 Strength.<br />
*Rank 2: +1 Fortitude, +1 BAB, Proficient in heavy shields, 1 fighter bonus feat.<br />
*Rank 3: +2 Fortitude, +2 BAB, Proficient in all weapons, 1 fighter bonus feat.<br />
*Rank 4: +2 Fortitude, +2 BAB, Weapon focus in weapons made of stone, 1 fighter bonus feat, and you may &quot;dual-wield&quot; tendrils, making attacks as if two weapon fighting.<br />
*Rank 5: +3 Fortitude,+2 BAB, 2 fighter bonus feats. Earth-arm tendrils gain Improved Two-Weapon Fighting. You gain [[SRD:Combat_Reflexes]]. +2 Strength.<br />
<br />
''{{#anc:Artillery:}}'' You use the earth to slice up your opponents from afar.<br />
*Rank 1: Tendril damage increases to 2d6 and gains +1 to attack. +2 Dexterity. Tendril attacks become ranged shard attacks with 30 foot range increments.<br />
*Rank 2: Tendril damage increases to 2d10 and gains +1 to attack. Shard range increases to 60 feet.<br />
*Rank 3: Tendril damage increases to 4d6 and gains +1 to attack. Gain a feat that can only be used with ranged weapons.<br />
*Rank 4: Tendril damage increases to 3d12 and gains +2 to attack. Shard attacks can be made into shard blasts, dealing half damage to those within 5 feet of the target (Reflex DC equal to damage/2 negates)<br />
*Rank 5: Tendril damage increases to 4d12. Shard blasts increase to 10 foot blast radius.<br />
<br />
''{{#anc:Defender:}}'' You make walls and armors of earth, protecting allies.<br />
*Rank 1: Armor and walls made of manipulated earth get DR 3/-, and +1 AC. You get +1 to AC and Attack rolls. +2 Constitution.<br />
*Rank 2: Grabbing Tendrils require half Manipulation Points and have +1 Save DC. +1 to AC, and Attack rolls.<br />
*Rank 3: Armor and Walls require half Manipulation Points and gain +1 AC, DR 6/-. +2 to AC and attack rolls.<br />
*Rank 4: You get +2 to grapple checks and can use grabbing tendrils to use Attacks of Opportunity within 10 ft. +2 to AC and Attack Rolls.<br />
*Rank 5: Grabbing tendrils deal 1/2 crushing damage, cost 1/2, and have a range of 20 ft. +3 to AC and Attack rolls. You can now have 1 extra grabbing tendril manipulation, in addition to regular manipulations at once. +2 Constitution. <br />
*Rank U: Grabbing Tendrils have a range of 35 ft. +3 AC, armor and walls gain DR 10/-. +3 to AC and Attack rolls. You can now have 3 extra grabbing tendril manipulations. +2 Constitution, Dexterity.<br />
<br />
''{{#anc:Rouge:}}'' You attack, then sneak underground until the next opportunity.<br />
*Rank 1: You get Earth Glide (See [[SRD:Earth_Elemental]]) at your Base Land Speed, Sneak Attack +1d6, and [[SRD:Uncanny_Dodge]]. +1 reflex. +2 Dexterity.<br />
*Rank 2: You get +5 Earth Glide speed, +1d6 more Sneak Attack, and [[SRD:Evasion]]. Light Weapons now count as Natural Weapons when in Earth Arms when aboveground, and you can use an extra arm if it has a light weapon in it. +1 reflex.<br />
*Rank 3: You get +5 Earth Glide speed, +1d6 more Sneak Attack, [[SRD:Uncanny_Dodge|SRD:Improved Uncanny Dodge]], [[SRD:Multiattack]] when using Light Weapons in Earth Arms when aboveground, and you can use an 2 extra arms if they have light weapons in them. +2 reflex.<br />
*Rank 4: You get +10 Earth Glide speed, +1d6 more Sneak Attack, [[SRD:Evasion|SRD:Improved Evasion]], [[SRD:Multiattack]] when using Light Weapons in Earth Arms when aboveground, and you can use an 2 extra arms if they have light weapons in them. +2 reflex.<br />
*Rank 5: You get +10 Earth Glide speed, +1d6 more Sneak Attack, and can hit enemies with Earth Arms when just below the surface. Seeing you is an opposed check (Your Craft/2 vrs Spot) - otherwise you are treated as invisible. You always have total cover when underground. You can use 3 extra arms with light weapons. You gain [[SRD:Combat_Reflexes]]+3 reflex. +2 Dexterity.<br />
*Rank U: You can pull allies and enemies with you during an Earth Glide, granting them it as long as you touch them. Any enemy dragged under is forcibly removed and takes 1d4 damage per 5 feet below ground they are. Earth Arms can now hit anything above them within 10 ft, granting x1.5 spot DC. You can use 5 extra arms with light weapons. You gain [[SRD:Sneak_Attack_of_Opportunity]] and [[SRD:Improved_Combat_Reflexes]] or any skill with it as a prerequisite if you already have Combat Reflexes. +5 reflex. +1d6 Sneak Attack. +2 Dexterity, +2 Intelligence.<br />
<br />
==== Ex-Earth-Bound ====<br />
<br />
Any Earth-Bound who displease the earth lose the compliance of their realm. They lose 100 Earth Manipulation points and then halve the remaining points. In addition, they lose Earth Move and Applied Earth.<br />
<br />
==== Epic Earth-bound ====<br />
<br />
{| class=&quot;{{d20}}&quot;<br />
|+ class=&quot;epic&quot; |<br />
&lt;div&gt;{{#anc:Table: The Epic Earth-bound}}&lt;/div&gt;<br />
Hit Die: d8<br />
|-<br />
! Level !! Special<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 21st || class=&quot;left&quot; | Bonus Feat, Earth Manipulation x 4100, Minor Enlightenment<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 22nd || class=&quot;left&quot; | Rank up specialization, Earth Manipulation x 4510<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 23rd || class=&quot;left&quot; | Tendril damage 4d12, Bonus Feat, Earth Manipulation x 4940<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 24th || class=&quot;left&quot; | Rank up specialization, Earth Manipulation x 5390<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 25th || class=&quot;left&quot; | Earth-bound +6, Bonus Feat, Earth Body +5, Earth Manipulation x 5860, +2 Move/round<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 26th || class=&quot;left&quot; | Rank up specialization, Earth Manipulation x 6350, Partial Enlightenment<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 27th || class=&quot;left&quot; | Tendril damage 5d12, Earth Manipulation x 6860<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 28th || class=&quot;left&quot; | Rank up specialization, Earth Manipulation x 7390<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 29th || class=&quot;left&quot; | Bonus Feat, Earth Manipulation x 7940<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 30th || class=&quot;left&quot; | Earth-bound +7, Tendril damage 6d12, Rank up specialization, Earth Body +6, Earth Manipulation 25000, Enlightenment, +3 Move/round<br />
|-<br />
| colspan=&quot;42&quot; class=&quot;skill&quot; |<br />
4 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''{{#anc:Enlightenment}}''' At 21st level, an Earth-Bound ahd begun the journey to enlightenment. Once per day, by meditating for an hour, they can ask the earth to perform terraforming and such giant movements of the land, a DC 50 concentration check, which can be lowered by one as many times as you want by spending 1000 manipulation points. At 25th level, the check is lowered to 40 and can be preformed 10 times per day in 5 minutes. At 30th level, an Earth-Bound is Enlightened, and is one with the Earth. They gain extremely high Earth Manipulation Points and can get more at any time by succeeding a DC 20+((Points Asked For+Points used today+Points Left)/1000) concentration check, as long as he has not failed a check for more points today. In addition, he can become part of any earth he encounters, staying in even the smallest piece of stone. If the entire body of stone is turned into something other than stone, he teleports into the nearest stone, costing Earth Manipulation points equal to the miles teleported. If he cannot teleport and cannot get more points, he takes 10d10 damage and returns to his original body. They can now terraform instantly and automatically for 1000 points.<br />
<br />
'''{{#anc:Earth Manipulation:}}''<br />
<br />
'''{{#anc:Specialization:}}'' You continue to gain ranks in specializations. However, you cannot progress past U, so any over must be invested into other specializations.<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic Earth-bound gains a bonus feat (selected from the list of epic Earth-bound bonus feats) every 2 levels after 20th.<br />
<br />
''Epic Earth-Bound Bonus Feat List:'' Any feats, as long as you meet the requirements.<br />
<br />
==== [[Bunbun_(3.5e_Race)|BunBun]] Earth-bound Starting Package ====<br />
<br />
'''Ability Scores:''' Strength 10, Dexterity 10, Constitution 10, Intelligence 24, Wisdom 12, Charisma 12.<br />
<br />
'''Weapons:''' None.<br />
<br />
'''Skill Selection:''' Pick 12 cross-class skills.<br />
<br />
{| class=&quot;{{d20}}&quot;<br />
|-<br />
! class=&quot;left&quot; | Skill || Ranks || Ability || Armor&lt;br/&gt;Check&lt;br/&gt;Penalty<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| class=&quot;left&quot; | Concentration || 6 || [[Int]] || &amp;mdash;<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| class=&quot;left&quot; | Craft || 6 || [[Int]] || &amp;mdash;<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| class=&quot;left&quot; | Knowldege(Geography) || 4 || [[Int]] || &amp;mdash;<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| class=&quot;left&quot; | Knowledge(Nature) || 4 || [[Int]] || &amp;mdash;<br />
|}<br />
<br />
'''Feat:''' Combat Reflexes. <br />
<br />
'''Bonus Feats:''' None.<br />
<br />
'''Gear:''' None. Earth-bound make their own gear.<br />
<br />
'''Gold:''' None. Earthbound buy next to nothing.<br />
<br />
'''Specialization:''' Rouge Rank 1.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a Earth-bound ====<br />
<br />
'''Religion:''' Generally does not worship any particular god.<br />
<br />
'''Other Classes:''' A few levels of Earth-bound can help most classes. They can fit any part of a group, and can add almost anything, the exception being skills.<br />
<br />
'''Combat:''' Any. Earthbound can do basically be anything in combat.<br />
<br />
'''Advancement:''' Generally, Earth-bound start fairly weak, as they cannot deal very much damage. However, as they advance, they get much stronger.<br />
<br />
==== Earth-bound in the World ====<br />
<br />
{{quote|Those who do not respect their world will suffer in the depths of it.|orig=[[Bunbun_(3.5e_Race)|BunBun]] 1, AKA the Original [[Bunbun_(3.5e_Race)|BunBun]], [[Bunbun_(3.5e_Race)|BunBun]] Earth-bound}}<br />
<br />
Most non-[[Bunbun_(3.5e_Race)|BunBun]] Earth-bound live lives as defenders, hermits, or adventurers. Some are outcasts due to their less religious ways, while others are heroes respected and loved for their might.<br />
<br />
'''Daily Life:''' Most Earth-bound sleep early and wake late,.<br />
<br />
'''Notables:''' [[Bunbun_(3.5e_Race)|BunBun]] 1-10, Evil Bun ([[Bunbun_(3.5e_Race)|BunBun]] 13), Colin.<br />
<br />
'''Organizations:''' Most earth-bound do not congregate. There is, however, a species of rabbit-looking Earth-bound who will accept any good creatures into their group. There are four subgroups of these rabbits, using the four classical elements. They are inherently good and skilled at Earth-manipulation, and can be called for simply by calling out their name if you are an Earth-bound.<br />
<br />
'''NPC Reactions:''' Most NPCs think of Earth-bound as regular casters. However, they are sometimes hated for not having a specific deity by certain groups, as a nasty but false rumor paints them as those who actually don't believe in gods.<br />
<br />
==== Earth-bound Lore ====<br />
<br />
Characters with ranks in Knowledge (Arcana)or Knowledge (Geography) and can research Stone-bound to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class=&quot;{{d20}}&quot;<br />
|+ Knowledge(Arcana) or Knowledge (Geography)<br />
! DC || class=&quot;left&quot; | Result<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 5 || class=&quot;left&quot; | Earth-bound use magic to manipulate earth, usually to fight.<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 10 || class=&quot;left&quot; | This magic is not arcane, and is derived from the earth. If an Earth-bound is removed from the ground, they lose almost all powers.<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 15 || class=&quot;left&quot; | Earthbound originated from a separate realm of rabbit looking creatures. They can call for help at any time from these creatures.<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 20 || class=&quot;left&quot; | The [[Bunbun_(3.5e_Race)|BunBun]] (the rabbitlike creatures) worship Colin, a minor god of Earthbound. He pursues maximum happiness across the world, and will kill any threatening evil characters.<br />
|}<br />
<br />
==== Earth-bound in the Game ====<br />
<br />
Earth-bound usually fight <br />
<br />
'''Adaptation:''' Wind, Water and Fire versions of [[Bunbun_(3.5e_Race)|BunBun]] exist (Nubnub, Ranran, Narnar), and their own manipulators too. Stronger Time and Space versions (Xanxan and Carcar), as well as a combined ultimate version (???) exist.<br />
<br />
'''Sample Encounter:''' 2 [[Bunbun_Artillery]], 2 [[Bunbun_Defender_(3.5e_Creature)|Bunbun Defender]], 2[[Bunbun_Rouge_(3.5e_Creature)]] 1 Evilbun ([[Bunbun_(3.5e_Race)|BunBun]] 13).<br />
<br />
''EL 26:'' The 6 regular [[Bunbun_(3.5e_Race)|BunBun]] are level 17 Earth-bound, and the Evil bun is a level 26 Earth-bound Rouge with 1 specialization rank in Fighter. The Defenders try to grab any enemies attacking the artillery, and pull hiding enemies close. The rouges go up front and wreak havoc by Earth Gliding with 7 arms out, each with a kukri, attacking large groups while the artillery send out 5 tendrils on animation and 5 on move. The Evil bun goes out into the fray, with 10 arms and kukri, while staying hidden in the chaos of the other rouges. He makes his attacks far less visibly than his rouge allies. If the [[Bunbun_(3.5e_Race)|BunBun]] are too injured, the evil bun retreats alone, and both defenders and artillery surrender, while the rouges flee.<br />
<br />
Evil bun:<br />
*26d8+11 HP (128 HP)<br />
*AC: 25 Fort: +7 Ref:+20 Wil: +11<br />
*Movement: Base Land Speed 30ft, Earth Glide 60ft<br />
*Attack: Kukri tendril: 1d4+13 damage, +24 to hit, Crit 12-20/x2, +16 to confirm, 10 ft reach.<br />
*Full Attack: 10 Kukri tendrils, all +19 to hit, 10 ft reach.<br />
*Sneak Attack +5d6, Spot DC 1d20+29 to see.<br />
*Chaotic Evil<br />
*Feats: [[SRD:Weapon_Specialization]], [[SRD:Greater_Weapon_Specialization]], [[SRD:Weapon_Focus]],[[SRD:Greater_Weapon_Focus]], [[SRD:Epic_Weapon_Focus]], [[SRD:Epic_Weapon_Specialization]], [[SRD:Sneak_Attack_of_Opportunity]], [[SRD:Multiattack]], [[SRD:Improved Multiattack]], [[SRD:Uncanny_Dodge]], [[SRD:Uncanny_Dodge|SRD:Improved Uncanny Dodge]], [[SRD:Power_Critical]]x4, [[SRD:Improved_Critical]]<br />
*Features: Evasion, Improved Evasion, Manipulation Points 1125, Tendril Damage 4d12, Earth Bound +6/-8<br />
*Equipment: 10 +5 Keen Kukri (Enveloped)<br />
*Ability Scores: Str 12, Con 10, Dex 18, Int 30, Wis 10, Cha 10<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]</div>R2d2gohttp://www.dandwiki.com/wiki/User:R2d2goUser:R2d2go2015-02-11T09:08:06Z<p>R2d2go: </p>
<hr />
<div>Hey guys, updating my user page for the first time in a couple years. Anyway, if anyone sees this page, say hello! I'd like to know the wiki's people better. Anyway, here's some of my favorite contributions, check them out!<br />
<br />
''[[Earth-Bound_(3.5e_Class)|Earth-Bound]]:'' One of my first classes, and also quite complex. Not fully polished but I think it's pretty cool. By not fully polished, I mean broken and terrible, but it was one of the first I made...<br />
<br />
''[[Battle_Chemist_(3.5e_Class)|Battle Chemist]]:'' Basically a casting variant that uses science instead of magic. Took a lot of effort, still incomplete mixture list, but is awesome and will be even more so, in my opinion.<br />
<br />
''[[Mechanus_Knight_(3.5e_Class)|Mechanus Knight]]:'' A nonmagical, steam powered behemoth, improving through innovations in their technology.<br />
<br />
I'm also making a lot of classes now, that are amusingly interesting, mechanically. Want to be a rogue that coats the room with images? Want to fight by tactically analyzing the room instead of going THOG SMASH? Want to impress the townsfolk with a huge, Good-aligned avatar of yourself floating above you? I'm your guy! Some of these are purely stats. '''I'm taking suggestions!''' If you have a request or an idea, drop it in discussion. '''Note:''' I'm good at making up mechanics. I'm not so good at balancing them without playtesting. If you plan on using any of this, check with your DM. Also, if you balance it pretty well, feel free to tell me about it, so I can make the change on the class's page.<br />
<br />
Entirely Complete:<br />
<br />
''[[Fury_Mage_(3.5e_Prestige_Class)|Fury Mage]]:'' A gish that blends rage with close-combat casting.<br />
<br />
''[[Fate_Weaver_(3.5e_Prestige_Class)|Fate Weaver]]:'' A caster that draws from a tarot deck to augment casting with powers from the Deck of Many Things. <br />
<br />
''[[Butcher_of_Souls_(3.5e_Prestige_Class)|Butcher of Souls]]:'' A raging warrior that uses a blade forged from his soul and tempered with rage to defy mortality.<br />
<br />
Statistically Complete:<br />
<br />
''[[Aligned_Warrior_(3.5e_Prestige_Class)|Aligned Warrior]]:'' A holy warrior that uses alignment-based powers to augment his abilities.<br />
<br />
''[[Smiting_Avenger_(3.5e_Prestige_Class)|Smiting Avenger]] (And it's Dragonfire Adept adaptation, [[Dragonfire_Champion_(3.5e_Prestige_Class)|Dragonfire Champion]]''): A martial champion of the gods, focused around smiting.<br />
<br />
''[[Echo_Warrior_(3.5e_Prestige_Class)|Echo Warrior]]:'' An agile warrior, using residual images to assist him in combat.<br />
<br />
''[[Pyromaniac_(3.5e_Prestige_Class)|Pyromaniac]]:'' A fire-based casting class, burning spells for fiery powers.<br />
<br />
''[[Calculated_Warrior_(3.5e_Prestige_Class)|Calculated Warrior]]:'' A warrior that uses intellect and skill to fight with calculated precision.<br />
<br />
''[[Avenging_Barbarian_(3.5e_Prestige_Class)|Avenging Barbarian]]:'' A barbarian that uses vengeful fury to power his strikes. Not really polished or balanced.<br />
<br />
''[[Incarnator_(3.5e_Class)|Incarnator]]:'' A master of grafts, creating them and using related powers with unparalleled expertise.<br />
<br />
Works in Progress:<br />
<br />
''[[Specialist_(3.5e_Prestige_Class)|Specialist]]:'' Don't feel like optimizing and/or breaking the game? Give melee nice things in a chosen specialty with this class!<br />
<br />
''[[Frost_Knight_(3.5e_Prestige_Class)|Frost Knight]]:'' A gish glass that grants ice based martial benefits while advancing spellcasting.</div>R2d2gohttp://www.dandwiki.com/wiki/Talk:Butcher_of_Souls_(3.5e_Prestige_Class)Talk:Butcher of Souls (3.5e Prestige Class)2015-02-11T09:05:47Z<p>R2d2go: </p>
<hr />
<div>Well hello Tryndamere!<br />
-RockJockey<br />
<br />
Yep, that's him. Amusingly enough I started this class before starting League, but ended up playing before I finished.--[[User:R2d2go|R2d2go]] ([[User talk:R2d2go|talk]]) 02:05, 11 February 2015 (MST)</div>R2d2gohttp://www.dandwiki.com/wiki/User:R2d2goUser:R2d2go2014-12-18T18:51:12Z<p>R2d2go: </p>
<hr />
<div>Hey guys, updating my user page for the first time in a couple years. Anyway, if anyone sees this page, say hello! I'd like to know the wiki's people better. Anyway, here's some of my favorite contributions, check them out!<br />
<br />
''[[Earth-Bound_(3.5e_Class)|Earth-Bound]]:'' One of my first classes, and also quite complex. Not fully polished but I think it's pretty cool.<br />
<br />
''[[Battle_Chemist_(3.5e_Class)|Battle Chemist]]:'' Basically a casting variant that uses science instead of magic. Took a lot of effort, still incomplete mixture list, but is awesome and will be even more so, in my opinion.<br />
<br />
''[[Mechanus_Knight_(3.5e_Class)|Mechanus Knight]]:'' A nonmagical, steam powered behemoth, improving through innovations in their technology.<br />
<br />
I'm also making a lot of classes now, that are amusingly interesting, mechanically. Want to be a rogue that coats the room with images? Want to fight by tactically analyzing the room instead of going THOG SMASH? Want to impress the townsfolk with a huge, Good-aligned avatar of yourself floating above you? I'm your guy! Some of these are purely stats. '''I'm taking suggestions!''' If you have a request or an idea, drop it in discussion. '''Note:''' I'm good at making up mechanics. I'm not so good at balancing them without playtesting. If you plan on using any of this, check with your DM. Also, if you balance it pretty well, feel free to tell me about it, so I can make the change on the class's page.<br />
<br />
Entirely Complete:<br />
<br />
''[[Fury_Mage_(3.5e_Prestige_Class)|Fury Mage]]:'' A gish that blends rage with close-combat casting.<br />
<br />
''[[Fate_Weaver_(3.5e_Prestige_Class)|Fate Weaver]]:'' A caster that draws from a tarot deck to augment casting with powers from the Deck of Many Things. <br />
<br />
''[[Butcher_of_Souls_(3.5e_Prestige_Class)|Butcher of Souls]]:'' A raging warrior that uses a blade forged from his soul and tempered with rage to defy mortality.<br />
<br />
Statistically Complete:<br />
<br />
''[[Aligned_Warrior_(3.5e_Prestige_Class)|Aligned Warrior]]:'' A holy warrior that uses alignment-based powers to augment his abilities.<br />
<br />
''[[Smiting_Avenger_(3.5e_Prestige_Class)|Smiting Avenger]] (And it's Dragonfire Adept adaptation, [[Dragonfire_Champion_(3.5e_Prestige_Class)|Dragonfire Champion]]''): A martial champion of the gods, focused around smiting.<br />
<br />
''[[Echo_Warrior_(3.5e_Prestige_Class)|Echo Warrior]]:'' An agile warrior, using residual images to assist him in combat.<br />
<br />
''[[Pyromaniac_(3.5e_Prestige_Class)|Pyromaniac]]:'' A fire-based casting class, burning spells for fiery powers.<br />
<br />
''[[Calculated_Warrior_(3.5e_Prestige_Class)|Calculated Warrior]]:'' A warrior that uses intellect and skill to fight with calculated precision.<br />
<br />
''[[Avenging_Barbarian_(3.5e_Prestige_Class)|Avenging Barbarian]]:'' A barbarian that uses vengeful fury to power his strikes. Not really polished or balanced.<br />
<br />
''[[Incarnator_(3.5e_Class)|Incarnator]]:'' A master of grafts, creating them and using related powers with unparalleled expertise.<br />
<br />
Works in Progress:<br />
<br />
''[[Specialist_(3.5e_Prestige_Class)|Specialist]]:'' Don't feel like optimizing and/or breaking the game? Give melee nice things in a chosen specialty with this class!<br />
<br />
''[[Frost_Knight_(3.5e_Prestige_Class)|Frost Knight]]:'' A gish glass that grants ice based martial benefits while advancing spellcasting.</div>R2d2gohttp://www.dandwiki.com/wiki/User:R2d2goUser:R2d2go2014-12-18T18:45:29Z<p>R2d2go: </p>
<hr />
<div>Hey guys, updating my user page for the first time in a couple years. Anyway, if anyone sees this page, say hello! I'd like to know the wiki's people better. Anyway, here's some of my favorite contributions, check them out!<br />
<br />
''[[Earth-Bound_(3.5e_Class)|Earth-Bound]]:'' One of my first classes, and also quite complex. Not fully polished but I think it's pretty cool.<br />
<br />
''[[Battle_Chemist_(3.5e_Class)|Battle Chemist]]:'' Basically a casting variant that uses science instead of magic. Took a lot of effort, still incomplete mixture list, but is awesome and will be even more so, in my opinion.<br />
<br />
''[[Mechanus_Knight_(3.5e_Class)|Mechanus Knight]]:'' A nonmagical, steam powered behemoth, improving through innovations in their technology.<br />
<br />
I'm also making a lot of classes now, that are amusingly interesting, mechanically. Want to be a rogue that coats the room with images? Want to fight by tactically analyzing the room instead of going THOG SMASH? Want to impress the townsfolk with a huge, Good-aligned avatar of yourself floating above you? I'm your guy! Some of these are purely stats. '''I'm taking suggestions!''' If you have a request or an idea, drop it in discussion. '''Note:''' I'm good at making up mechanics. I'm not so good at balancing them without playtesting. If you plan on using any of this, check with your DM. Also, if you balance it pretty well, feel free to tell me about it, so I can make the change on the class's page.<br />
<br />
''[[Aligned_Warrior_(3.5e_Prestige_Class)|Aligned Warrior]]:'' A holy warrior that uses alignment-based powers to augment his abilities.<br />
<br />
''[[Smiting_Avenger_(3.5e_Prestige_Class)|Smiting Avenger]] (And it's Dragonfire Adept adaptation, [[Dragonfire_Champion_(3.5e_Prestige_Class)|Dragonfire Champion]]''): A martial champion of the gods, focused around smiting.<br />
<br />
''[[Echo_Warrior_(3.5e_Prestige_Class)|Echo Warrior]]:'' An agile warrior, using residual images to assist him in combat.<br />
<br />
''[[Pyromaniac_(3.5e_Prestige_Class)|Pyromaniac]]:'' A fire-based casting class, burning spells for fiery powers.<br />
<br />
''[[Calculated_Warrior_(3.5e_Prestige_Class)|Calculated Warrior]]:'' A warrior that uses intellect and skill to fight with calculated precision.<br />
<br />
''[[Avenging_Barbarian_(3.5e_Prestige_Class)|Avenging Barbarian]]:'' A barbarian that uses vengeful fury to power his strikes. Not really polished or balanced.<br />
<br />
''[[Incarnator_(3.5e_Class)|Incarnator]]:'' A master of grafts, creating them and using related powers with unparalleled expertise.<br />
<br />
''[[Fury_Mage_(3.5e_Prestige_Class)|Fury Mage]]:'' A gish that blends rage with close-combat casting.<br />
<br />
''[[Fate_Weaver_(3.5e_Prestige_Class)|Fate Weaver]]:'' A caster that draws from a tarot deck to augment casting with powers from the Deck of Many Things. <br />
<br />
''[[Butcher_of_Souls_(3.5e_Prestige_Class)|Butcher of Souls]]:'' A raging warrior that uses a blade forged from his soul and tempered with rage to defy mortality.<br />
<br />
Works in Progress:<br />
<br />
''[[Specialist_(3.5e_Prestige_Class)|Specialist]]:'' Don't feel like optimizing and/or breaking the game? Give melee nice things in a chosen specialty with this class!<br />
<br />
''[[Frost_Knight_(3.5e_Prestige_Class)|Frost Knight]]:'' A gish glass that grants ice based martial benefits while advancing spellcasting.</div>R2d2gohttp://www.dandwiki.com/wiki/Fulminata_Century_(3.5e_NPC)Fulminata Century (3.5e NPC)2014-11-05T01:59:57Z<p>R2d2go: </p>
<hr />
<div>{{Stat Block 2<br />
|name=Legion Infantry|cr=3<br />
|sex=Male |race=[[Human]] |clvl=[[Mechanus Knight (3.5e Class)|Mechanus Knight]] 3<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=26 |touch=10 |flat=26 |acmods=+10 armor, +4 shield<br />
|hp=31 |hd=1<br />
|fort=+5 |ref=+1 |will=+1<br />
|spd=20 ft. (4 squares)<br />
|melee1=+2 Kusarigama +2 (1d8+4/19&amp;ndash;20)<br />
|bab=+3 |grp=+5<br />
|str=14 |dex=14 |con=14 |int=10 |wis=10 |cha=10<br />
|feats=Shield Wall, Combat Reflexes, Exotic Weapon Proficiency (Kusarigama)<br />
|poss=[[Tower Shield]], [[Mechanus_Gear_(3.5e_Equipment)|Mechanus Gear]], Kusarigama<br />
}}<br />
<br />
Legion Infantry protect the other members of their century, making attacks of opportunity as enemies approach. If they break formation, they lose a +2 bonus to armor class.<br />
<br />
{{Stat Block 2<br />
|name=Legion Archer|cr=3<br />
|sex=Male |race=[[Human]] |clvl=[[Mechanus Knight (3.5e Class)|Mechanus Knight]] 1<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=20 |touch=10 |flat=17 |acmods=+10 armor<br />
|hp=28 |hd=3<br />
|fort=+4 |ref=+3 |will=+1<br />
|spd=20 ft. (4 squares)<br />
|ranged1=+2 [[Composite Longbow]] (100 ft) +4 (1d8+4/19&amp;ndash;20)<br />
|ranged2=Boomstick (40 ft) +4 (4d6/19&amp;ndash;20)<br />
|bab=+3 |grp=+5<br />
|str=14 |dex=14 |con=12 |int=10 |wis=10 |cha=10<br />
|feats=Point Blank Shot, Rapid Shot, Far Shot<br />
|poss=[[Mechanus_Gear_(3.5e_Equipment)|Mechanus Gear]], [[Composite Longbow]]<br />
}}<br />
<br />
Legion archers fire arrows at distant enemies until they reach slightly more than 100 feet away (within 3 range increments of Boomstick), then switch to their Boomstick and fire that instead.<br />
<br />
{{Stat Block 2<br />
|name=Minor Incarnator|cr=3<br />
|sex=Male |race=[[Human]] |clvl=[[Incarnator (3.5e Class)|Incarnator]] 1<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+0 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=10 |touch=10 |flat=10<br />
|hp=20 |hd=3<br />
|fort=+4 |ref=+0 |will=+0<br />
|spd=30 ft. (6 squares)<br />
|bab=+1 |grp=+1<br />
|str=10 |dex=10 |con=12 |int=16 |wis=10 |cha=10<br />
|sa=Turning 6/day<br />
|sq=Deathless Metamorphosis<br />
|feats=Reach Spell, Divine Metamagic (Reach Spell), Empower Spell<br />
}}<br />
<br />
Legion Incarnators learn the spell Faith Healing to support their front lines, healing them for 11 hit points, up to six times a day (and twice at a range of 30 feet). Other than that, they will occasionally throw [[Acid Arrow|Acid Arrows]] or [[SRD:Glitterdust|Glittedust]] at enemies, up to three times per day. They also have items of [[Dispel Magic]] to mass-counter attacks from mages (CL 7, up to 10 times per caster).<br />
<br />
{{Stat Block 2<br />
|name=Major Incarnator|cr=7<br />
|sex=Male |race=[[Human]] |clvl=[[Incarnator (3.5e Class)|Incarnator]] 7<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=10 |touch=10 |flat=10<br />
|hp=69 |hd=7<br />
|fort=+7 |ref=+2 |will=+5<br />
|spd=30 ft. (6 squares)<br />
|bab=+3 |grp=+3<br />
|str=10 |dex=14 |con=14 |int=18 |wis=10 |cha=10<br />
|sa=Turning 7/day<br />
|sq=Deathless Metamorphosis, Construct Metamorphosis, 25% Fortification<br />
|feats=Reach Spell, Divine Metamagic (Reach Spell), Empower Spell, Divine Metamagic (Empower Spell)<br />
}}<br />
<br />
These higher-level incarnators provide strong ranged support and buffing. One distributes items of [[Dispel Magic]], another casts Invisibility Sphere for hit-and-runs, and a third protects the Signifer with castings of Shield and Greater Mage armor. All also cast Orb of Force against strong enemies (dealing 7d6 damage with a ranged touch attack, empowered twice a day), or Acid Breath against groups of enemies. For large battles they all buff up with Fly.<br />
<br />
{{Stat Block 2<br />
|name=Mechanus Sniper|cr=7<br />
|sex=Male |race=[[Human]] |clvl=[[Mechanus Knight (3.5e Class)|Mechanus Knight]] 7<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+3 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=20 |touch=10 |flat=20<br />
|hp=72 |hd=7<br />
|fort=+8 |ref=+5 |will=+2<br />
|spd=30 ft. (6 squares)<br />
|ranged1=+3 Rocket Lance (60 ft) +16/+11 (2d8+6/x3)<br />
|bab=+7 |grp=+8<br />
|str=12 |dex=16 |con=16 |int=16 |wis=10 |cha=10<br />
|sa=Artificer's Weapon, Rocket Lance, Fuel Lines<br />
|feats=Rapid Reload, Point Blank Shot, Far Shot<br />
}}<br />
<br />
Snipers fire Rocket Lances to take out priority targets. In their six available spell slots, they prepare Hunter's Mercy six times. Cast as a standard action, this allows them to automatically have a critical threat against any enemy they wish to take down.<br />
<br />
{{Stat Block 2<br />
|name=Signifer|cr=16<br />
|sex=Male |race=[[Human]] |clvl=[[Incarnator (3.5e Class)|Incarnator]] 11, [[Mechanus_Signifer_(3.5e_Prestige_Class)|Mechanus Signifer 5]]<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+4 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=24 |touch=10 |flat=23<br />
|hp=69 |hd=16<br />
|fort=+16 |ref=+11 |will=+14<br />
|spd=30 ft. (6 squares)<br />
|bab=+3 |grp=+3<br />
|str=10 |dex=14 |con=14 |int=18 |wis=10 |cha=10<br />
|sa=Turning 7/day, Elemental Surge, Fulminata 2/day, Rallying Spell 5/day <br />
|sq=Deathless Metamorphosis, Construct Metamorphosis, Undead Metamorphosis, Elemental Metamorphosis, 25% Fortification, Rallying Flag<br />
|poss=Scorching Gaze, Hands of Flame, Bone Plating<br />
|feats=Extend Spell, Persistent Spell, Divine Metamagic (Persistent Spell), Divine Spell Power, <br />
}}<br />
<br />
The Signifer is the core of the century - without him, it would be much, much less effective, and likely fall apart. He has a number of defensive abilities to complement his continual use of buffs for the entire century.<br />
<br />
''Elemental Surge:'' The Signifer invokes the power of his elemental nature as an immediate action, gaining one of the following for 11 rounds:<br />
*+10 to Reflex and Initiative<br />
*DR 4/-<br />
*+25 base land speed<br />
*60 foot swim speed.<br />
He may activate this once for each ability each day.<br />
<br />
''Fulminata:'' The Signifer can invoke the power of his flag twice per day, making all allies within 100 feet attack as if using Keen Shocking Burst weapons for 1 round.<br />
<br />
''Rallying Spell:'' The Signifer can modify a spell to affect all allies within 100 feet five times per day.<br />
<br />
''Rallying Flag:'' Allies within 100 feet of the Signifer gain +2d6 electric damage to all attacks.<br />
<br />
The Signifer generally will cast a Persistent Lawful Sword on all allies, giving them +5 weapons which deal an additional 2d6 damage against chaotic enemies, as well as emitting a Circle of Protection against Chaos. Depending on the situation, he might also cast the following spells:<br />
*Lightning Leap on all allies, teleporting them 60 feet in a line and dealing 15d6 damage as if a Lightning Bolt<br />
*Bite of the Werewolf on all allies, giving them +2 strength, +4 dexterity, +4 constitution and +4 natural armor, as well as a bite attack for 1d6.<br />
*Fly, Swift on all allies, granting them a 60 foot fly speed for one round. This can be Persisted if needed.<br />
*Faith Healing on all allies, healing them for 13.<br />
<br />
The century consists of 34 infantry, 16 [[SRD:Lantern Archon|lantern archons]], 12 archers, 12 minor Incarnators, 3 major Incarnators, 2 snipers, 1 Signifer, fitting within an 8x8 square with the lantern archons floating above. They march in an 8 by 8 square, with the infantry surrounding the other units with a double-row facing forward. One row behind the front row and in front of the back row are six Incarnators. Forming two 2 by 3 rectangles on either side of the remaining space are archers, and in the final six spaces, the elite units are placed in essentially arbitrary order.<br />
<br />
Against enemies like the Tarrasque, with no attacks that function against a mass of enemies, the Legion does exceptionally well. Simply by attacking over and over, they can fairly easily take down even those mighty opponents, especially if the front lines can survive more than one attack. They often rotate their front lines to keep anyone from dying too quickly. They have difficulty against nonmagical area attacks, such as those of dragons, but can prepare for these as well with their Signifers casting spells to help resist specific attacks.<br />
<br />
===Sample Maneuvers/Formations===<br />
<br />
''Lightning Leap:'' Each soldier spreads out, keeping a double row of infantry in the front. Then, the Signifer casts Lightning Leap, decimating all enemies in a huge area with dozens of lightning bolts for 15d6 damage at once.<br />
<br />
''Ascension:'' If Holy Sword has not been persisted, the Signifer casts a Persistent Fly, Swift on all allies, allowing them to attack aerial enemies. This is usually followed by Fulminata, and Focusing a particular flying enemy.<br />
<br />
''Focus:'' Each soldier focuses their attacks on a single priority enemy. The resulting flurry of arrows, shotgun rounds, Orbs of Force, Acid Arrows, and Rocket Lances is usually enough to kill any non-epic enemy, and can take down many kinds of epic enemies.<br />
<br />
''Rotate:'' Injured front-line soldiers rotate, allowing continuous regeneration of health via Faith Healing. Useful against a continuous stream of damage low enough to be healed by the Minor Incarnators.<br />
<br />
''Lock:'' Soldiers hold their position, attacking and making attacks of opportunity rather than moving and firing. Useful for holding ground or blocking. &quot;Spread Lock&quot; includes forming a double row of infantry in a line beforehand, for holding a larger area (up to a hundred feet across).<br />
<br />
''Strike:'' Ranged units assault a particular priority area, casters using area spells.<br />
<br />
----<br />
Back to [[Main Page]] &amp;rarr; [[3.5e Homebrew]] &amp;rarr; [[3.5e NPCs|NPCs]] &amp;rarr; [[3.5e CR 18 NPCs|CR 18]]&lt;br/&gt;<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:NPC]]<br />
[[Category:CR 18]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Human Subtype]]<br />
[[Category:Lawful Alignment]]<br />
[[Category:Neutral (Good-Evil) Alignment]]</div>R2d2gohttp://www.dandwiki.com/wiki/Fulminata_Century_(3.5e_NPC)Fulminata Century (3.5e NPC)2014-11-05T01:59:32Z<p>R2d2go: </p>
<hr />
<div>{{Stat Block 2<br />
|name=Legion Infantry|cr=3<br />
|sex=Male |race=[[Human]] |clvl=[[Mechanus Knight (3.5e Class)|Mechanus Knight]] 3<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=26 |touch=10 |flat=26 |acmods=+10 armor, +4 shield<br />
|hp=31 |hd=1<br />
|fort=+5 |ref=+1 |will=+1<br />
|spd=20 ft. (4 squares)<br />
|melee1=+2 Kusarigama +2 (1d8+4/19&amp;ndash;20)<br />
|bab=+3 |grp=+5<br />
|str=14 |dex=14 |con=14 |int=10 |wis=10 |cha=10<br />
|feats=Shield Wall, Combat Reflexes, Exotic Weapon Proficiency (Kusarigama)<br />
|poss=[[Tower Shield]], [[Mechanus_Gear_(3.5e_Equipment)|Mechanus Gear]], Kusarigama<br />
}}<br />
<br />
Legion Infantry protect the other members of their century, making attacks of opportunity as enemies approach. If they break formation, they lose a +2 bonus to armor class.<br />
<br />
{{Stat Block 2<br />
|name=Legion Archer|cr=3<br />
|sex=Male |race=[[Human]] |clvl=[[Mechanus Knight (3.5e Class)|Mechanus Knight]] 1<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=20 |touch=10 |flat=17 |acmods=+10 armor<br />
|hp=28 |hd=3<br />
|fort=+4 |ref=+3 |will=+1<br />
|spd=20 ft. (4 squares)<br />
|ranged1=+2 [[Composite Longbow]] (100 ft) +4 (1d8+4/19&amp;ndash;20)<br />
|ranged2=Boomstick (40 ft) +4 (4d6/19&amp;ndash;20)<br />
|bab=+3 |grp=+5<br />
|str=14 |dex=14 |con=12 |int=10 |wis=10 |cha=10<br />
|feats=Point Blank Shot, Rapid Shot, Far Shot<br />
|poss=[[Mechanus_Gear_(3.5e_Equipment)|Mechanus Gear]], [[Composite Longbow]]<br />
}}<br />
<br />
Legion archers fire arrows at distant enemies until they reach slightly more than 100 feet away (within 3 range increments of Boomstick), then switch to their Boomstick and fire that instead.<br />
<br />
{{Stat Block 2<br />
|name=Minor Incarnator|cr=3<br />
|sex=Male |race=[[Human]] |clvl=[[Incarnator (3.5e Class)|Incarnator]] 1<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+0 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=10 |touch=10 |flat=10<br />
|hp=20 |hd=3<br />
|fort=+4 |ref=+0 |will=+0<br />
|spd=30 ft. (6 squares)<br />
|bab=+1 |grp=+1<br />
|str=10 |dex=10 |con=12 |int=16 |wis=10 |cha=10<br />
|sa=Turning 6/day<br />
|sq=Deathless Metamorphosis<br />
|feats=Reach Spell, Divine Metamagic (Reach Spell), Empower Spell<br />
}}<br />
<br />
Legion Incarnators learn the spell Faith Healing to support their front lines, healing them for 11 hit points, up to six times a day (and twice at a range of 30 feet). Other than that, they will occasionally throw [[Acid Arrow|Acid Arrows]] or [[SRD:Glitterdust|Glittedust]] at enemies, up to three times per day. They also have items of [[Dispel Magic]] to mass-counter attacks from mages (CL 7, up to 10 times per caster).<br />
<br />
{{Stat Block 2<br />
|name=Major Incarnator|cr=7<br />
|sex=Male |race=[[Human]] |clvl=[[Incarnator (3.5e Class)|Incarnator]] 7<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=10 |touch=10 |flat=10<br />
|hp=69 |hd=7<br />
|fort=+7 |ref=+2 |will=+5<br />
|spd=30 ft. (6 squares)<br />
|bab=+3 |grp=+3<br />
|str=10 |dex=14 |con=14 |int=18 |wis=10 |cha=10<br />
|sa=Turning 7/day<br />
|sq=Deathless Metamorphosis, Construct Metamorphosis, 25% Fortification<br />
|feats=Reach Spell, Divine Metamagic (Reach Spell), Empower Spell, Divine Metamagic (Empower Spell)<br />
}}<br />
<br />
These higher-level incarnators provide strong ranged support and buffing. One distributes items of [[Dispel Magic]], another casts Invisibility Sphere for hit-and-runs, and a third protects the Signifer with castings of Shield and Greater Mage armor. All also cast Orb of Force against strong enemies (dealing 7d6 damage with a ranged touch attack, empowered twice a day), or Acid Breath against groups of enemies. For large battles they all buff up with Fly.<br />
<br />
{{Stat Block 2<br />
|name=Mechanus Sniper|cr=7<br />
|sex=Male |race=[[Human]] |clvl=[[Mechanus Knight (3.5e Class)|Mechanus Knight]] 7<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+3 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=20 |touch=10 |flat=20<br />
|hp=72 |hd=7<br />
|fort=+8 |ref=+5 |will=+2<br />
|spd=30 ft. (6 squares)<br />
|ranged1=+3 Rocket Lance (60 ft) +16/+11 (2d8+6/x3)<br />
|bab=+7 |grp=+8<br />
|str=12 |dex=16 |con=16 |int=16 |wis=10 |cha=10<br />
|sa=Artificer's Weapon, Rocket Lance, Fuel Lines<br />
|feats=Rapid Reload, Point Blank Shot, Far Shot<br />
}}<br />
<br />
Snipers fire Rocket Lances to take out priority targets. In their six available spell slots, they prepare Hunter's Mercy six times. Cast as a standard action, this allows them to automatically have a critical threat against any enemy they wish to take down.<br />
<br />
{{Stat Block 2<br />
|name=Signifer|cr=16<br />
|sex=Male |race=[[Human]] |clvl=[[Incarnator (3.5e Class)|Incarnator]] 11, [[Mechanus_Signifer_(3.5e_Prestige_Class)|Mechanus Signifer 5]]<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+4 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=24 |touch=10 |flat=23<br />
|hp=69 |hd=16<br />
|fort=+16 |ref=+11 |will=+14<br />
|spd=30 ft. (6 squares)<br />
|bab=+3 |grp=+3<br />
|str=10 |dex=14 |con=14 |int=18 |wis=10 |cha=10<br />
|sa=Turning 7/day, Elemental Surge, Fulminata 2/day, Rallying Spell 5/day <br />
|sq=Deathless Metamorphosis, Construct Metamorphosis, Undead Metamorphosis, Elemental Metamorphosis, 25% Fortification, Rallying Flag<br />
|poss=Scorching Gaze, Hands of Flame, Bone Plating<br />
|feats=Extend Spell, Persistent Spell, Divine Metamagic (Persistent Spell), Divine Spell Power, <br />
}}<br />
<br />
The Signifer is the core of the century - without him, it would be much, much less effective, and likely fall apart. He has a number of defensive abilities to complement his continual use of buffs for the entire century.<br />
<br />
''Elemental Surge:'' The Signifer invokes the power of his elemental nature as an immediate action, gaining one of the following for 11 rounds:<br />
*+10 to Reflex and Initiative<br />
*DR 4/-<br />
*+25 base land speed<br />
*60 foot swim speed.<br />
He may activate this once for each ability each day.<br />
<br />
''Fulminata:'' The Signifer can invoke the power of his flag twice per day, making all allies within 100 feet attack as if using Keen Shocking Burst weapons for 1 round.<br />
<br />
''Rallying Spell:'' The Signifer can modify a spell to affect all allies within 100 feet five times per day.<br />
<br />
''Rallying Flag:'' Allies within 100 feet of the Signifer gain +2d6 electric damage to all attacks.<br />
<br />
The Signifer generally will cast a Persistent Lawful Sword on all allies, giving them +5 weapons which deal an additional 2d6 damage against chaotic enemies, as well as emitting a Circle of Protection against Chaos. Depending on the situation, he might also cast the following spells:<br />
*Lightning Leap on all allies, teleporting them 60 feet in a line and dealing 15d6 damage as if a Lightning Bolt<br />
*Bite of the Werewolf on all allies, giving them +2 strength, +4 dexterity, +4 constitution and +4 natural armor, as well as a bite attack for 1d6.<br />
*Fly, Swift on all allies, granting them a 60 foot fly speed for one round. This can be Persisted if needed.<br />
*Faith Healing on all allies, healing them for 13.<br />
<br />
The century consists of 34 infantry, 16 [[SRD:Lantern Archon|lantern archons]], 12 archers, 12 minor Incarnators, 3 major Incarnators, 2 snipers, 1 Signifer, fitting within an 8x8 square with the lantern archons floating above. They march in an 8 by 8 square, with the infantry surrounding the other units with a double-row facing forward. One row behind the front row and in front of the back row are six Incarnators. Forming two 2 by 3 rectangles on either side of the remaining space are archers, and in the final six spaces, the elite units are placed in essentially arbitrary order.<br />
<br />
Against enemies like the Tarrasque, with no attacks that function against a mass of enemies, the Legion does exceptionally well. Simply by attacking over and over, they can fairly easily take down even those mighty opponents, especially if the front lines can survive more than one attack. They often rotate their front lines to keep anyone from dying too quickly. They have difficulty against nonmagical area attacks, such as those of dragons, but can prepare for these as well with their Signifers casting spells to help resist specific attacks.<br />
<br />
'''Sample Maneuvers/Formations'''<br />
<br />
''Lightning Leap:'' Each soldier spreads out, keeping a double row of infantry in the front. Then, the Signifer casts Lightning Leap, decimating all enemies in a huge area with dozens of lightning bolts for 15d6 damage at once.<br />
<br />
''Ascension:'' If Holy Sword has not been persisted, the Signifer casts a Persistent Fly, Swift on all allies, allowing them to attack aerial enemies. This is usually followed by Fulminata, and Focusing a particular flying enemy.<br />
<br />
''Focus:'' Each soldier focuses their attacks on a single priority enemy. The resulting flurry of arrows, shotgun rounds, Orbs of Force, Acid Arrows, and Rocket Lances is usually enough to kill any non-epic enemy, and can take down many kinds of epic enemies.<br />
<br />
''Rotate:'' Injured front-line soldiers rotate, allowing continuous regeneration of health via Faith Healing. Useful against a continuous stream of damage low enough to be healed by the Minor Incarnators.<br />
<br />
''Lock:'' Soldiers hold their position, attacking and making attacks of opportunity rather than moving and firing. Useful for holding ground or blocking. &quot;Spread Lock&quot; includes forming a double row of infantry in a line beforehand, for holding a larger area (up to a hundred feet across).<br />
<br />
''Strike:'' Ranged units assault a particular priority area, casters using area spells.<br />
<br />
----<br />
Back to [[Main Page]] &amp;rarr; [[3.5e Homebrew]] &amp;rarr; [[3.5e NPCs|NPCs]] &amp;rarr; [[3.5e CR 18 NPCs|CR 18]]&lt;br/&gt;<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:NPC]]<br />
[[Category:CR 18]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Human Subtype]]<br />
[[Category:Lawful Alignment]]<br />
[[Category:Neutral (Good-Evil) Alignment]]</div>R2d2gohttp://www.dandwiki.com/wiki/Fulminata_Century_(3.5e_NPC)Fulminata Century (3.5e NPC)2014-11-05T01:58:44Z<p>R2d2go: </p>
<hr />
<div>{{Stat Block 2<br />
|name=Legion Infantry|cr=3<br />
|sex=Male |race=[[Human]] |clvl=[[Mechanus Knight (3.5e Class)|Mechanus Knight]] 3<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=26 |touch=10 |flat=26 |acmods=+10 armor, +4 shield<br />
|hp=31 |hd=1<br />
|fort=+5 |ref=+1 |will=+1<br />
|spd=20 ft. (4 squares)<br />
|melee1=+2 Kusarigama +2 (1d8+4/19&amp;ndash;20)<br />
|bab=+3 |grp=+5<br />
|str=14 |dex=14 |con=14 |int=10 |wis=10 |cha=10<br />
|feats=Shield Wall, Combat Reflexes, Exotic Weapon Proficiency (Kusarigama)<br />
|poss=[[Tower Shield]], [[Mechanus_Gear_(3.5e_Equipment)|Mechanus Gear]], Kusarigama<br />
}}<br />
<br />
Legion Infantry protect the other members of their century, making attacks of opportunity as enemies approach. If they break formation, they lose a +2 bonus to armor class.<br />
<br />
{{Stat Block 2<br />
|name=Legion Archer|cr=3<br />
|sex=Male |race=[[Human]] |clvl=[[Mechanus Knight (3.5e Class)|Mechanus Knight]] 1<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=20 |touch=10 |flat=17 |acmods=+10 armor<br />
|hp=28 |hd=3<br />
|fort=+4 |ref=+3 |will=+1<br />
|spd=20 ft. (4 squares)<br />
|ranged1=+2 [[Composite Longbow]] (100 ft) +4 (1d8+4/19&amp;ndash;20)<br />
|ranged2=Boomstick (40 ft) +4 (4d6/19&amp;ndash;20)<br />
|bab=+3 |grp=+5<br />
|str=14 |dex=14 |con=12 |int=10 |wis=10 |cha=10<br />
|feats=Point Blank Shot, Rapid Shot, Far Shot<br />
|poss=[[Mechanus_Gear_(3.5e_Equipment)|Mechanus Gear]], [[Composite Longbow]]<br />
}}<br />
<br />
Legion archers fire arrows at distant enemies until they reach slightly more than 100 feet away (within 3 range increments of Boomstick), then switch to their Boomstick and fire that instead.<br />
<br />
{{Stat Block 2<br />
|name=Minor Incarnator|cr=3<br />
|sex=Male |race=[[Human]] |clvl=[[Incarnator (3.5e Class)|Incarnator]] 1<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+0 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=10 |touch=10 |flat=10<br />
|hp=20 |hd=3<br />
|fort=+4 |ref=+0 |will=+0<br />
|spd=30 ft. (6 squares)<br />
|bab=+1 |grp=+1<br />
|str=10 |dex=10 |con=12 |int=16 |wis=10 |cha=10<br />
|sa=Turning 6/day<br />
|sq=Deathless Metamorphosis<br />
|feats=Reach Spell, Divine Metamagic (Reach Spell), Empower Spell<br />
}}<br />
<br />
Legion Incarnators learn the spell Faith Healing to support their front lines, healing them for 11 hit points, up to six times a day (and twice at a range of 30 feet). Other than that, they will occasionally throw [[Acid Arrow|Acid Arrows]] or [[SRD:Glitterdust|Glittedust]] at enemies, up to three times per day. They also have items of [[Dispel Magic]] to mass-counter attacks from mages (CL 7, up to 10 times per caster).<br />
<br />
{{Stat Block 2<br />
|name=Major Incarnator|cr=7<br />
|sex=Male |race=[[Human]] |clvl=[[Incarnator (3.5e Class)|Incarnator]] 7<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=10 |touch=10 |flat=10<br />
|hp=69 |hd=7<br />
|fort=+7 |ref=+2 |will=+5<br />
|spd=30 ft. (6 squares)<br />
|bab=+3 |grp=+3<br />
|str=10 |dex=14 |con=14 |int=18 |wis=10 |cha=10<br />
|sa=Turning 7/day<br />
|sq=Deathless Metamorphosis, Construct Metamorphosis, 25% Fortification<br />
|feats=Reach Spell, Divine Metamagic (Reach Spell), Empower Spell, Divine Metamagic (Empower Spell)<br />
}}<br />
<br />
These higher-level incarnators provide strong ranged support and buffing. One distributes items of [[Dispel Magic]], another casts Invisibility Sphere for hit-and-runs, and a third protects the Signifer with castings of Shield and Greater Mage armor. All also cast Orb of Force against strong enemies (dealing 7d6 damage with a ranged touch attack, empowered twice a day), or Acid Breath against groups of enemies. For large battles they all buff up with Fly.<br />
<br />
{{Stat Block 2<br />
|name=Mechanus Sniper|cr=7<br />
|sex=Male |race=[[Human]] |clvl=[[Mechanus Knight (3.5e Class)|Mechanus Knight]] 7<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+3 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=20 |touch=10 |flat=20<br />
|hp=72 |hd=7<br />
|fort=+8 |ref=+5 |will=+2<br />
|spd=30 ft. (6 squares)<br />
|ranged1=+3 Rocket Lance (60 ft) +16/+11 (2d8+6/x3)<br />
|bab=+7 |grp=+8<br />
|str=12 |dex=16 |con=16 |int=16 |wis=10 |cha=10<br />
|sa=Artificer's Weapon, Rocket Lance, Fuel Lines<br />
|feats=Rapid Reload, Point Blank Shot, Far Shot<br />
}}<br />
<br />
Snipers fire Rocket Lances to take out priority targets. In their six available spell slots, they prepare Hunter's Mercy six times. Cast as a standard action, this allows them to automatically have a critical threat against any enemy they wish to take down.<br />
<br />
{{Stat Block 2<br />
|name=Signifer|cr=16<br />
|sex=Male |race=[[Human]] |clvl=[[Incarnator (3.5e Class)|Incarnator]] 11, [[Mechanus_Signifer_(3.5e_Prestige_Class)|Mechanus Signifer 5]]<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+4 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=24 |touch=10 |flat=23<br />
|hp=69 |hd=16<br />
|fort=+16 |ref=+11 |will=+14<br />
|spd=30 ft. (6 squares)<br />
|bab=+3 |grp=+3<br />
|str=10 |dex=14 |con=14 |int=18 |wis=10 |cha=10<br />
|sa=Turning 7/day, Elemental Surge, Fulminata 2/day, Rallying Spell 5/day <br />
|sq=Deathless Metamorphosis, Construct Metamorphosis, Undead Metamorphosis, Elemental Metamorphosis, 25% Fortification, Rallying Flag<br />
|poss=Scorching Gaze, Hands of Flame, Bone Plating<br />
|feats=Extend Spell, Persistent Spell, Divine Metamagic (Persistent Spell), Divine Spell Power, <br />
}}<br />
<br />
The Signifer is the core of the century - without him, it would be much, much less effective, and likely fall apart. He has a number of defensive abilities to complement his continual use of buffs for the entire century.<br />
<br />
''Elemental Surge:'' The Signifer invokes the power of his elemental nature as an immediate action, gaining one of the following for 11 rounds:<br />
*+10 to Reflex and Initiative<br />
*DR 4/-<br />
*+25 base land speed<br />
*60 foot swim speed.<br />
He may activate this once for each ability each day.<br />
<br />
''Fulminata:'' The Signifer can invoke the power of his flag twice per day, making all allies within 100 feet attack as if using Keen Shocking Burst weapons for 1 round.<br />
<br />
''Rallying Spell:'' The Signifer can modify a spell to affect all allies within 100 feet five times per day.<br />
<br />
''Rallying Flag:'' Allies within 100 feet of the Signifer gain +2d6 electric damage to all attacks.<br />
<br />
The Signifer generally will cast a Persistent Lawful Sword on all allies, giving them +5 weapons which deal an additional 2d6 damage against chaotic enemies, as well as emitting a Circle of Protection against Chaos. Depending on the situation, he might also cast the following spells:<br />
*Lightning Leap on all allies, teleporting them 60 feet in a line and dealing 15d6 damage as if a Lightning Bolt<br />
*Bite of the Werewolf on all allies, giving them +2 strength, +4 dexterity, +4 constitution and +4 natural armor, as well as a bite attack for 1d6.<br />
*Fly, Swift on all allies, granting them a 60 foot fly speed for one round. This can be Persisted if needed.<br />
*Faith Healing on all allies, healing them for 13.<br />
<br />
The century consists of 34 infantry, 16 [[SRD:Lantern Archon|lantern archons]], 12 archers, 12 minor Incarnators, 3 major Incarnators, 2 snipers, 1 Signifer, fitting within an 8x8 square with the lantern archons floating above. They march in an 8 by 8 square, with the infantry surrounding the other units with a double-row facing forward. One row behind the front row and in front of the back row are six Incarnators. Forming two 2 by 3 rectangles on either side of the remaining space are archers, and in the final six spaces, the elite units are placed in essentially arbitrary order.<br />
<br />
Against enemies like the Tarrasque, with no attacks that function against a mass of enemies, the Legion does exceptionally well. Simply by attacking over and over, they can fairly easily take down even those mighty opponents, especially if the front lines can survive more than one attack. They often rotate their front lines to keep anyone from dying too quickly. They have difficulty against nonmagical area attacks, such as those of dragons, but can prepare for these as well with their Signifers casting spells to help resist specific attacks.<br />
<br />
Sample Maneuvers/Formations:<br />
<br />
''Lightning Leap:'' Each soldier spreads out, keeping a double row of infantry in the front. Then, the Signifer casts Lightning Leap, decimating all enemies in a huge area with dozens of lightning bolts for 15d6 damage at once.<br />
<br />
''Ascension:'' If Holy Sword has not been persisted, the Signifer casts a Persistent Fly, Swift on all allies, allowing them to attack aerial enemies. This is usually followed by Fulminata, and Focusing a particular flying enemy.<br />
<br />
''Focus:'' Each soldier focuses their attacks on a single priority enemy. The resulting flurry of arrows, shotgun rounds, Orbs of Force, Acid Arrows, and Rocket Lances is usually enough to kill any non-epic enemy, and can take down many kinds of epic enemies.<br />
<br />
''Rotate:'' Injured front-line soldiers rotate, allowing continuous regeneration of health via Faith Healing. Useful against a continuous stream of damage low enough to be healed by the Minor Incarnators.<br />
<br />
''Lock:'' Soldiers hold their position, attacking and making attacks of opportunity rather than moving and firing. Useful for holding ground or blocking. &quot;Spread Lock&quot; includes forming a double row of infantry in a line beforehand, for holding a larger area (up to a hundred feet across).<br />
<br />
''Strike:'' Ranged units assault a particular priority area, casters using area spells.<br />
<br />
----<br />
Back to [[Main Page]] &amp;rarr; [[3.5e Homebrew]] &amp;rarr; [[3.5e NPCs|NPCs]] &amp;rarr; [[3.5e CR 18 NPCs|CR 18]]&lt;br/&gt;<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:NPC]]<br />
[[Category:CR 18]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Human Subtype]]<br />
[[Category:Lawful Alignment]]<br />
[[Category:Neutral (Good-Evil) Alignment]]</div>R2d2gohttp://www.dandwiki.com/wiki/Fulminata_Century_(3.5e_NPC)Fulminata Century (3.5e NPC)2014-11-05T01:57:01Z<p>R2d2go: </p>
<hr />
<div>{{Stat Block 2<br />
|name=Legion Infantry|cr=3<br />
|sex=Male |race=[[Human]] |clvl=[[Mechanus Knight (3.5e Class)|Mechanus Knight]] 3<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=26 |touch=10 |flat=26 |acmods=+10 armor, +4 shield<br />
|hp=31 |hd=1<br />
|fort=+5 |ref=+1 |will=+1<br />
|spd=20 ft. (4 squares)<br />
|melee1=+2 Kusarigama +2 (1d8+4/19&amp;ndash;20)<br />
|bab=+3 |grp=+5<br />
|str=14 |dex=14 |con=14 |int=10 |wis=10 |cha=10<br />
|feats=Shield Wall, Combat Reflexes, Exotic Weapon Proficiency (Kusarigama)<br />
|poss=[[Tower Shield]], [[Mechanus_Gear_(3.5e_Equipment)|Mechanus Gear]], Kusarigama<br />
}}<br />
<br />
Legion Infantry protect the other members of their century, making attacks of opportunity as enemies approach. If they break formation, they lose a +2 bonus to armor class.<br />
<br />
{{Stat Block 2<br />
|name=Legion Archer|cr=3<br />
|sex=Male |race=[[Human]] |clvl=[[Mechanus Knight (3.5e Class)|Mechanus Knight]] 1<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=20 |touch=10 |flat=17 |acmods=+10 armor<br />
|hp=28 |hd=3<br />
|fort=+4 |ref=+3 |will=+1<br />
|spd=20 ft. (4 squares)<br />
|ranged1=+2 [[Composite Longbow]] (100 ft) +4 (1d8+4/19&amp;ndash;20)<br />
|ranged2=Boomstick (40 ft) +4 (4d6/19&amp;ndash;20)<br />
|bab=+3 |grp=+5<br />
|str=14 |dex=14 |con=12 |int=10 |wis=10 |cha=10<br />
|feats=Point Blank Shot, Rapid Shot, Far Shot<br />
|poss=[[Mechanus_Gear_(3.5e_Equipment)|Mechanus Gear]], [[Composite Longbow]]<br />
}}<br />
<br />
Legion archers fire arrows at distant enemies until they reach slightly more than 100 feet away (within 3 range increments of Boomstick), then switch to their Boomstick and fire that instead.<br />
<br />
{{Stat Block 2<br />
|name=Minor Incarnator|cr=3<br />
|sex=Male |race=[[Human]] |clvl=[[Incarnator (3.5e Class)|Incarnator]] 1<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+0 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=10 |touch=10 |flat=10<br />
|hp=20 |hd=3<br />
|fort=+4 |ref=+0 |will=+0<br />
|spd=30 ft. (6 squares)<br />
|bab=+1 |grp=+1<br />
|str=10 |dex=10 |con=12 |int=16 |wis=10 |cha=10<br />
|sa=Turning 6/day<br />
|sq=Deathless Metamorphosis<br />
|feats=Reach Spell, Divine Metamagic (Reach Spell), Empower Spell<br />
}}<br />
<br />
Legion Incarnators learn the spell Faith Healing to support their front lines, healing them for 11 hit points, up to six times a day (and twice at a range of 30 feet). Other than that, they will occasionally throw [[Acid Arrow|Acid Arrows]] or [[SRD:Flaming Sphere|Flaming Spheres]] at enemies, up to three times per day. They also have items of [[Dispel Magic]] to mass-counter attacks from mages (CL 7, up to 10 times per caster).<br />
<br />
{{Stat Block 2<br />
|name=Major Incarnator|cr=7<br />
|sex=Male |race=[[Human]] |clvl=[[Incarnator (3.5e Class)|Incarnator]] 7<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=10 |touch=10 |flat=10<br />
|hp=69 |hd=7<br />
|fort=+7 |ref=+2 |will=+5<br />
|spd=30 ft. (6 squares)<br />
|bab=+3 |grp=+3<br />
|str=10 |dex=14 |con=14 |int=18 |wis=10 |cha=10<br />
|sa=Turning 7/day<br />
|sq=Deathless Metamorphosis, Construct Metamorphosis, 25% Fortification<br />
|feats=Reach Spell, Divine Metamagic (Reach Spell), Empower Spell, Divine Metamagic (Empower Spell)<br />
}}<br />
<br />
These higher-level incarnators provide strong ranged support and buffing. One distributes items of [[Dispel Magic]], another casts Invisibility Sphere for hit-and-runs, and a third protects the Signifer with castings of Shield and Greater Mage armor. All also cast Orb of Force against strong enemies (dealing 7d6 damage with a ranged touch attack, empowered twice a day), or Acid Breath against groups of enemies. For large battles they all buff up with Fly.<br />
<br />
{{Stat Block 2<br />
|name=Mechanus Sniper|cr=7<br />
|sex=Male |race=[[Human]] |clvl=[[Mechanus Knight (3.5e Class)|Mechanus Knight]] 7<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+3 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=20 |touch=10 |flat=20<br />
|hp=72 |hd=7<br />
|fort=+8 |ref=+5 |will=+2<br />
|spd=30 ft. (6 squares)<br />
|ranged1=+3 Rocket Lance (60 ft) +16/+11 (2d8+6/x3)<br />
|bab=+7 |grp=+8<br />
|str=12 |dex=16 |con=16 |int=16 |wis=10 |cha=10<br />
|sa=Artificer's Weapon, Rocket Lance, Fuel Lines<br />
|feats=Rapid Reload, Point Blank Shot, Far Shot<br />
}}<br />
<br />
Snipers fire Rocket Lances to take out priority targets. In their six available spell slots, they prepare Hunter's Mercy six times. Cast as a standard action, this allows them to automatically have a critical threat against any enemy they wish to take down.<br />
<br />
{{Stat Block 2<br />
|name=Signifer|cr=16<br />
|sex=Male |race=[[Human]] |clvl=[[Incarnator (3.5e Class)|Incarnator]] 11, [[Mechanus_Signifer_(3.5e_Prestige_Class)|Mechanus Signifer 5]]<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+4 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=24 |touch=10 |flat=23<br />
|hp=69 |hd=16<br />
|fort=+16 |ref=+11 |will=+14<br />
|spd=30 ft. (6 squares)<br />
|bab=+3 |grp=+3<br />
|str=10 |dex=14 |con=14 |int=18 |wis=10 |cha=10<br />
|sa=Turning 7/day, Elemental Surge, Fulminata 2/day, Rallying Spell 5/day <br />
|sq=Deathless Metamorphosis, Construct Metamorphosis, Undead Metamorphosis, Elemental Metamorphosis, 25% Fortification, Rallying Flag<br />
|poss=Scorching Gaze, Hands of Flame, Bone Plating<br />
|feats=Extend Spell, Persistent Spell, Divine Metamagic (Persistent Spell), Divine Spell Power, <br />
}}<br />
<br />
The Signifer is the core of the century - without him, it would be much, much less effective, and likely fall apart. He has a number of defensive abilities to complement his continual use of buffs for the entire century.<br />
<br />
''Elemental Surge:'' The Signifer invokes the power of his elemental nature as an immediate action, gaining one of the following for 11 rounds:<br />
*+10 to Reflex and Initiative<br />
*DR 4/-<br />
*+25 base land speed<br />
*60 foot swim speed.<br />
He may activate this once for each ability each day.<br />
<br />
''Fulminata:'' The Signifer can invoke the power of his flag twice per day, making all allies within 100 feet attack as if using Keen Shocking Burst weapons for 1 round.<br />
<br />
''Rallying Spell:'' The Signifer can modify a spell to affect all allies within 100 feet five times per day.<br />
<br />
''Rallying Flag:'' Allies within 100 feet of the Signifer gain +2d6 electric damage to all attacks.<br />
<br />
The Signifer generally will cast a Persistent Lawful Sword on all allies, giving them +5 weapons which deal an additional 2d6 damage against chaotic enemies, as well as emitting a Circle of Protection against Chaos. Depending on the situation, he might also cast the following spells:<br />
*Lightning Leap on all allies, teleporting them 60 feet in a line and dealing 15d6 damage as if a Lightning Bolt<br />
*Bite of the Werewolf on all allies, giving them +2 strength, +4 dexterity, +4 constitution and +4 natural armor, as well as a bite attack for 1d6.<br />
*Fly, Swift on all allies, granting them a 60 foot fly speed for one round. This can be Persisted if needed.<br />
*Faith Healing on all allies, healing them for 13.<br />
<br />
The century consists of 34 infantry, 16 [[SRD:Lantern Archon|lantern archons]], 12 archers, 12 minor Incarnators, 3 major Incarnators, 2 snipers, 1 Signifer, fitting within an 8x8 square with the lantern archons floating above. They march in an 8 by 8 square, with the infantry surrounding the other units with a double-row facing forward. One row behind the front row and in front of the back row are six Incarnators. Forming two 2 by 3 rectangles on either side of the remaining space are archers, and in the final six spaces, the elite units are placed in essentially arbitrary order.<br />
<br />
Against enemies like the Tarrasque, with no attacks that function against a mass of enemies, the Legion does exceptionally well. Simply by attacking over and over, they can fairly easily take down even those mighty opponents, especially if the front lines can survive more than one attack. They often rotate their front lines to keep anyone from dying too quickly. They have difficulty against nonmagical area attacks, such as those of dragons, but can prepare for these as well with their Signifers casting spells to help resist specific attacks.<br />
<br />
Sample Maneuvers/Formations:<br />
<br />
''Lightning Leap:'' Each soldier spreads out, keeping a double row of infantry in the front. Then, the Signifer casts Lightning Leap, decimating all enemies in a huge area with dozens of lightning bolts for 15d6 damage at once.<br />
<br />
''Ascension:'' If Holy Sword has not been persisted, the Signifer casts a Persistent Fly, Swift on all allies, allowing them to attack aerial enemies. This is usually followed by Fulminata, and Focusing a particular flying enemy.<br />
<br />
''Focus:'' Each soldier focuses their attacks on a single priority enemy. The resulting flurry of arrows, shotgun rounds, Orbs of Force, Acid Arrows, and Rocket Lances is usually enough to kill any non-epic enemy, and can take down many kinds of epic enemies.<br />
<br />
''Rotate:'' Injured front-line soldiers rotate, allowing continuous regeneration of health via Faith Healing. Useful against a continuous stream of damage low enough to be healed by the Minor Incarnators.<br />
<br />
''Lock:'' Soldiers hold their position, attacking and making attacks of opportunity rather than moving and firing. Useful for holding ground or blocking. &quot;Spread Lock&quot; includes forming a double row of infantry in a line beforehand, for holding a larger area (up to a hundred feet across).<br />
<br />
''Strike:'' Ranged units assault a particular priority area, casters using area spells.<br />
<br />
----<br />
Back to [[Main Page]] &amp;rarr; [[3.5e Homebrew]] &amp;rarr; [[3.5e NPCs|NPCs]] &amp;rarr; [[3.5e CR 18 NPCs|CR 18]]&lt;br/&gt;<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:NPC]]<br />
[[Category:CR 18]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Human Subtype]]<br />
[[Category:Lawful Alignment]]<br />
[[Category:Neutral (Good-Evil) Alignment]]</div>R2d2gohttp://www.dandwiki.com/wiki/Fulminata_Century_(3.5e_NPC)Fulminata Century (3.5e NPC)2014-11-05T01:45:32Z<p>R2d2go: </p>
<hr />
<div>{{Stat Block 2<br />
|name=Legion Infantry|cr=3<br />
|sex=Male |race=[[Human]] |clvl=[[Mechanus Knight (3.5e Class)|Mechanus Knight]] 3<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=26 |touch=10 |flat=26 |acmods=+10 armor, +4 shield<br />
|hp=31 |hd=1<br />
|fort=+5 |ref=+1 |will=+1<br />
|spd=20 ft. (4 squares)<br />
|melee1=+2 Kusarigama +2 (1d8+4/19&amp;ndash;20)<br />
|bab=+3 |grp=+5<br />
|str=14 |dex=14 |con=14 |int=10 |wis=10 |cha=10<br />
|feats=Shield Wall, Combat Reflexes, Exotic Weapon Proficiency (Kusarigama)<br />
|poss=[[Tower Shield]], [[Mechanus_Gear_(3.5e_Equipment)|Mechanus Gear]], Kusarigama<br />
}}<br />
<br />
Legion Infantry protect the other members of their century, making attacks of opportunity as enemies approach. If they break formation, they lose a +2 bonus to armor class.<br />
<br />
{{Stat Block 2<br />
|name=Legion Archer|cr=3<br />
|sex=Male |race=[[Human]] |clvl=[[Mechanus Knight (3.5e Class)|Mechanus Knight]] 1<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=20 |touch=10 |flat=17 |acmods=+10 armor<br />
|hp=28 |hd=3<br />
|fort=+4 |ref=+3 |will=+1<br />
|spd=20 ft. (4 squares)<br />
|ranged1=+2 [[Composite Longbow]] (100 ft) +4 (1d8+4/19&amp;ndash;20)<br />
|ranged2=Boomstick (40 ft) +4 (4d6/19&amp;ndash;20)<br />
|bab=+3 |grp=+5<br />
|str=14 |dex=14 |con=12 |int=10 |wis=10 |cha=10<br />
|feats=Point Blank Shot, Rapid Shot, Far Shot<br />
|poss=[[Mechanus_Gear_(3.5e_Equipment)|Mechanus Gear]], [[Composite Longbow]]<br />
}}<br />
<br />
Legion archers fire arrows at distant enemies until they reach slightly more than 100 feet away (within 3 range increments of Boomstick), then switch to their Boomstick and fire that instead.<br />
<br />
{{Stat Block 2<br />
|name=Minor Incarnator|cr=3<br />
|sex=Male |race=[[Human]] |clvl=[[Incarnator (3.5e Class)|Incarnator]] 1<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+0 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=10 |touch=10 |flat=10<br />
|hp=20 |hd=3<br />
|fort=+4 |ref=+0 |will=+0<br />
|spd=30 ft. (6 squares)<br />
|bab=+1 |grp=+1<br />
|str=10 |dex=10 |con=12 |int=16 |wis=10 |cha=10<br />
|sa=Turning 6/day<br />
|sq=Deathless Metamorphosis<br />
|feats=Reach Spell, Divine Metamagic (Reach Spell), Empower Spell<br />
}}<br />
<br />
Legion Incarnators learn the spell Faith Healing to support their front lines, healing them for 11 hit points, up to six times a day (and twice at a range of 30 feet). Other than that, they will occasionally throw [[Acid Arrow|Acid Arrows]] or [[SRD:Flaming Sphere|Flaming Spheres]] at enemies, up to three times per day. They also have items of [[Dispel Magic]] to mass-counter attacks from mages (CL 7, up to 10 times per caster).<br />
<br />
{{Stat Block 2<br />
|name=Major Incarnator|cr=7<br />
|sex=Male |race=[[Human]] |clvl=[[Incarnator (3.5e Class)|Incarnator]] 7<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=10 |touch=10 |flat=10<br />
|hp=69 |hd=7<br />
|fort=+7 |ref=+2 |will=+5<br />
|spd=30 ft. (6 squares)<br />
|bab=+3 |grp=+3<br />
|str=10 |dex=14 |con=14 |int=18 |wis=10 |cha=10<br />
|sa=Turning 7/day<br />
|sq=Deathless Metamorphosis, Construct Metamorphosis, 25% Fortification<br />
|feats=Reach Spell, Divine Metamagic (Reach Spell), Empower Spell, Divine Metamagic (Empower Spell)<br />
}}<br />
<br />
These higher-level incarnators provide strong ranged support and buffing. One distributes items of [[Dispel Magic]], another casts Invisibility Sphere for hit-and-runs, and a third protects the Signifer with castings of Shield and Greater Mage armor. All also cast Orb of Force against strong enemies (dealing 7d6 damage with a ranged touch attack, empowered twice a day), or Acid Breath against groups of enemies. For large battles they all buff up with Fly.<br />
<br />
{{Stat Block 2<br />
|name=Mechanus Sniper|cr=7<br />
|sex=Male |race=[[Human]] |clvl=[[Mechanus Knight (3.5e Class)|Mechanus Knight]] 7<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+3 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=20 |touch=10 |flat=20<br />
|hp=72 |hd=7<br />
|fort=+8 |ref=+5 |will=+2<br />
|spd=30 ft. (6 squares)<br />
|ranged1=+3 Rocket Lance (60 ft) +16 (2d8+6/x3)<br />
|bab=+7 |grp=+8<br />
|str=12 |dex=16 |con=16 |int=16 |wis=10 |cha=10<br />
|sa=Artificer's Weapon, Rocket Lance, Fuel Lines<br />
|feats=Rapid Reload, Point Blank Shot, Far Shot<br />
}}<br />
<br />
Snipers fire Rocket Lances to take out priority targets. In their six available spell slots, they prepare Hunter's Mercy six times. Cast as a standard action, this allows them to automatically have a critical threat against any enemy they wish to take down.<br />
<br />
{{Stat Block 2<br />
|name=Signifer|cr=16<br />
|sex=Male |race=[[Human]] |clvl=[[Incarnator (3.5e Class)|Incarnator]] 11, [[Mechanus_Signifer_(3.5e_Prestige_Class)|Mechanus Signifer 5]]<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+4 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=24 |touch=10 |flat=23<br />
|hp=69 |hd=16<br />
|fort=+16 |ref=+11 |will=+14<br />
|spd=30 ft. (6 squares)<br />
|bab=+3 |grp=+3<br />
|str=10 |dex=14 |con=14 |int=18 |wis=10 |cha=10<br />
|sa=Turning 7/day, Elemental Surge, Fulminata 2/day, Rallying Spell 5/day <br />
|sq=Deathless Metamorphosis, Construct Metamorphosis, Undead Metamorphosis, Elemental Metamorphosis, 25% Fortification, Rallying Flag<br />
|poss=Scorching Gaze, Hands of Flame, Bone Plating<br />
|feats=Extend Spell, Persistent Spell, Divine Metamagic (Persistent Spell), Divine Spell Power, <br />
}}<br />
<br />
The Signifer is the core of the century - without him, it would be much, much less effective, and likely fall apart. He has a number of defensive abilities to complement his continual use of buffs for the entire century.<br />
<br />
''Elemental Surge:'' The Signifer invokes the power of his elemental nature as an immediate action, gaining one of the following for 11 rounds:<br />
*+10 to Reflex and Initiative<br />
*DR 4/-<br />
*+25 base land speed<br />
*60 foot swim speed.<br />
He may activate this once for each ability each day.<br />
<br />
''Fulminata:'' The Signifer can invoke the power of his flag twice per day, making all allies within 100 feet attack as if using Keen Shocking Burst weapons for 1 round.<br />
<br />
''Rallying Spell:'' The Signifer can modify a spell to affect all allies within 100 feet five times per day.<br />
<br />
''Rallying Flag:'' Allies within 100 feet of the Signifer gain +2d6 electric damage to all attacks.<br />
<br />
The Signifer generally will cast a Persistent Lawful Sword on all allies, giving them +5 weapons which deal an additional 2d6 damage against chaotic enemies, as well as emitting a Circle of Protection against Chaos. Depending on the situation, he might also cast the following spells:<br />
*Lightning Leap on all allies, teleporting them 60 feet in a line and dealing 15d6 damage as if a Lightning Bolt<br />
*Bite of the Werewolf on all allies, giving them +2 strength, +4 dexterity, +4 constitution and +4 natural armor, as well as a bite attack for 1d6.<br />
*Fly, Swift on all allies, granting them a 60 foot fly speed for one round. This can be Persisted if needed.<br />
*Faith Healing on all allies, healing them for 13.<br />
<br />
The century consists of 34 infantry, 16 [[srd:lantern archon|lantern archons]], 12 archers, 12 minor Incarnators, 3 major Incarnators, 2 snipers, 1 Signifer, fitting within an 8x8 square with the lantern archons floating above. They march in an 8 by 8 square, with the infantry surrounding the other units with a double-row facing forward. One row behind the front row and in front of the back row are six Incarnators. Forming two 2 by 3 rectangles on either side of the remaining space are archers, and in the final six spaces, the elite units are placed in essentially arbitrary order.<br />
<br />
Against enemies like the Tarrasque, with no attacks that function against a mass of enemies, the Legion does exceptionally well. Simply by attacking over and over, they can fairly easily take down even those mighty opponents, especially if the front lines can survive more than one attack. They often rotate their front lines to keep anyone from dying too quickly. They have difficulty against nonmagical area attacks, such as those of dragons, but can prepare for these as well with their Signifers casting spells to help resist specific attacks.<br />
<br />
----<br />
Back to [[Main Page]] &amp;rarr; [[3.5e Homebrew]] &amp;rarr; [[3.5e NPCs|NPCs]] &amp;rarr; [[3.5e CR 18 NPCs|CR 18]]&lt;br/&gt;<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:NPC]]<br />
[[Category:CR 18]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Human Subtype]]<br />
[[Category:Lawful Alignment]]<br />
[[Category:Neutral (Good-Evil) Alignment]]</div>R2d2gohttp://www.dandwiki.com/wiki/Mechanus_Signifer_(3.5e_Prestige_Class)Mechanus Signifer (3.5e Prestige Class)2014-11-05T01:37:58Z<p>R2d2go: </p>
<hr />
<div>{{requestreview|Newly created&amp;ndash; other [[Meta Pages#Improving, Reviewing, and Removing Articles|Improving, reviewing, or removing]] templates may be required.}}<br />
{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=4/5<br />
|editing=<br />
|type=&lt;!-- What additional roles this class fits (see bottom; e.g. &quot;Good Guy, Combat-Focused&quot;) --&gt;<br />
|desc=&lt;!-- Brief description of the PrC --&gt;<br />
|len=5<br />
|minlvl=7<br />
}}<br />
<br />
==Mechanus Signifer==<br />
<br />
{{quote<br />
|When you bear this flag, you are the most important member of the Legion. Meet that responsibility.<br />
|orig=Colin, Knight of Mechanus<br />
|src=To the Assembly<br />
}}<br />
<br />
A Mechanus Signifer is a flag-bearer for the Mechanus Knights. His abilities allow him to greatly enhance many allies at once, making him essentially to the success of the Legion. Without their flag-bearers, the armies of Mechanus would stand no chance against most of the enemies they face, but with a strong rallying flag, they can take down challenges many times stronger than any individual could.<br />
<br />
===Becoming a Mechanus Signifer===<br />
<br />
<br />
{| class=&quot;d20 dragon monstats&quot; cellspacing=&quot;0&quot; cellpadding=&quot;0&quot;<br />
|+ style=&quot;font-size: larger; white-space: nowrap;&quot; | Entry Requirements<br />
|-<br />
! Alignment:<br />
| Lawful.<br />
|-<br />
! Base Attack Bonus:<br />
| +11, or Spellcasting (see below).<br />
|-<br />
! Spellcasting:<br />
| 6th level Incarnator spellcasting or +11 BAB (see above).<br />
|-<br />
! Patron:<br />
| Primus (God of Mechanus).<br />
|-<br />
! Special:<br />
| Must be an active part of a Mechanus Legion, and thus be a Mechanus Knight or Incarnator.<br />
|} <br />
<br />
{| class=&quot;{{d20}}&quot;<br />
|+ &lt;div&gt;{{#anc:Table: The Mechanus Signifer}}&lt;/div&gt;<br />
&lt;p&gt;Hit Die: d10&lt;/p&gt;<br />
|-<br />
! rowspan=&quot;2&quot; | Level<br />
! rowspan=&quot;2&quot; | [[BAB|Base&lt;br/&gt;Attack Bonus]]<br />
! colspan=&quot;3&quot; | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan=&quot;2&quot; | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 1st || +1 || +2 || +2 || +2<br />
| class=&quot;left&quot; | Mechanus Advancement, Rallying Flag<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 2nd || +2 || +3 || +3 || +3<br />
| class=&quot;left&quot; | <br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 3rd || +3 || +3 || +3 || +3<br />
| class=&quot;left&quot; | Rallying Spells<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 4th || +4 || +4 || +4 || +4<br />
| class=&quot;left&quot; | <br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 5th || +5 || +4 || +4 || +4<br />
| class=&quot;left&quot; | Aquilifer<br />
|-<br />
| colspan=&quot;42&quot; class=&quot;skill&quot; |<br />
'''Class Skills (&lt;-skill points-&gt; + [[Int]] modifier per level)'''&lt;br/&gt;<br />
&lt;-list of class skills-&gt;.<br />
|}<br />
<br />
====Class Features====<br />
<br />
Mechanus Signifers are high ranking Mechanus Knights chosen to bear the flag of their legion. They grant bonuses to all nearby allies and can cast spells to fortify them further. All of the following are class features of the Mechanus Signifer.<br />
<br />
'''{{#anc:Mechanus Advancement}}:''' Signifer levels stack with Mechanus Knight levels for gaining Mechanus Armor, and Incarnator levels for spells. See Adaptation under Mechanus Signifers in the Game for other options.<br />
<br />
'''{{#anc:Rallying Flag}} ([[Ex]]/[[Sp]]):''' At first level, a Mechanus Flagbearer gains a special flag, bearing the symbol of his legion or century. Each type of flag grants a moral bonus to all within 100 feet (an extraordinary effect), and can create an effect on all allies within 100 feet once per day with caster level equal to Mechanus Knight levels (a divine, spell-like effect). The flagpole has 40 hp and 20 hardness, and is made of adamantine, while the flag is magical and self-repairing.<br />
<br />
*''Ferrata'' (Ironclad): This flag bears a wolf's head and &quot;I&quot;. Grants +2 to armor class, and can cast [[SRD:Stoneskin|Stoneskin]].<br />
*''Victrix'' (Victorious): This flag bears a bull's head and &quot;II&quot;. Grants +1 to attack rolls, saves and skill checks, and can cast [[SRD:Greater Heroism|Greater Heroism]].<br />
*''Firma'' (Steadfast): This flag bears a pegasus and &quot;III&quot;. Grants +4 to ability checks made to resist being bull rushed or tripped, and can cast [[SRD:Immovability|Immovability]].<br />
*''Gemina'' (Twin): This flag bears two human silhouettes and &quot;IV&quot;. Creates an identical image adjacent to benefiting creatures, granting a 20% miss chance, and can cast Greater Mirror Image, which always grants 8 mirror images to start.<br />
*''Classica'' (Naval): This flag bears a trident and &quot;V&quot;. Grants all allies +10 to swim checks and +4 to checks related to ships, and can cast Nixie's Grace.<br />
*''Equestris'' (Mounted): This flag bears a horse head and &quot;VI&quot;. Grants all allies +4 to ride checks, and can cast Master Cavalier, Phantom Charge and War-Mount with one cast.<br />
*''Fulminata'' (Armed with Lightning): This flag bears a lightning bolt and &quot;VII&quot;. Grants all allies +1d6 electric damage to their weapon attacks, and can cast Sakkratar's Triple Strike (but with shocking burst instead of flaming).<br />
*''Dux'' (Leader): This flag bears a crown and &quot;VIII&quot;. Grants all allies Righteous Aura, and can cast Righteous Wrath of the Faithful (from Complete Divine).<br />
<br />
'''{{#anc:Rallying Spells}} :''' At third level, a Signifer can make any spell or oil from Fuel Lines effect all allies within 100 feet. The spell cannot have a range of personal. He may use this ability once per day per spell level, up to a spell level equal to his level in Signifer.<br />
<br />
'''{{#anc:Aquilifer}}:''' At fifth level, a Signifer becomes an Aquilifer, the highest ranking flag bearer in a legion. He gets an improved flag that allows the spell effect twice per day and doubles the static bonus, and the flag becomes indestructible as long as the Aquilifer is alive. Additionally, once per year, he can instantly summon his century (see [[Mechanus Century]]) (note until that page is made: 16 lantern archons, 28 melee Mechanus Knights and 12 archers each at first level, plus 3 third level Incarnators, 2 second level snipers, 4 second level Mechanus Knight shield bearers, and two Mechanus Knights or Incarnators at sixth and seventh level.)<br />
<br />
<br />
====Ex-Mechanus Signifers====<br />
<br />
Those who do not meet the requirements for becoming a Mechanus Signifer immediately lose all class abilities except Mechanus Advancement.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Mechanus Signifer====<br />
<br />
'''Combat:''' Mechanus Signifers support their allies, usually a mass surrounding them to get the most benefit of the flag's abilities.<br />
<br />
'''Advancement:''' Further levels in Incarnator or Mechanus Knight are standard advancement paths.<br />
<br />
'''Resources:''' The Legion provides food and shelter to all members within, as well as a salary in magic items as appropriate, in exchange for the Signifer's devoted services.<br />
<br />
====Mechanus Signifers in the World====<br />
<br />
{{quote|Twelth Legion, to me!|4=Sophos, Human Mechanus Knight/Signifer}}<br />
<br />
Mechanus Signifers live exclusively in the Legion, fighting as necessary.<br />
<br />
'''NPC Reactions:''' As a prestige class, Signifer doesn't change much in terms of reactions compared to the base class.<br />
<br />
====Mechanus Signifer Lore====<br />
<br />
Characters with ranks in Knowledge (The Planes), Knowledge (Religion), or Knowledge (Local) in an area which the Legion frequents can research Mechanus Signifers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class=&quot;d20&quot; {{#vardefine: odd | 0}}<br />
|+ Knowledge (The Planes, Religion, Local)<br />
! DC || class=&quot;left&quot; | Result<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 11 || class=&quot;left&quot; | Mechanus Signifers bear magic flags which support their allies.<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 16 || class=&quot;left&quot; | Each flag has it's own unique aura as well as the ability to create a powerful effect once per day.<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 21 || class=&quot;left&quot; | Some Signifers can cast other spells to affect all around them, not just the one stored in the flag.<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 26 || class=&quot;left&quot; | The strongest of Signifers have flags that are entirely indestructible, with even stronger effects.<br />
|}<br />
<br />
====Mechanus Signifers in the Game====<br />
<br />
Mechanus Signifers exclusively fight in the Legion. Fight a century of the Legion, and you will fight one of these.<br />
<br />
'''Adaptation:''' This class can provide a flag-bearer for any army. If you don't want to use Mechanus Knight or Incarnator, you can change the requirement to 6th level casting in another class. You can also change the advancement to fit another class, granting full progression.<br />
<br />
'''Sample Encounter:''' Seventh Legion Fulminata is a powerful enemy to make. If the party inadvertently (or intentionally) offends them, they could find themselves chased by a Century of the legion.<br />
<br />
''EL 15:'' [[Fulminata_Century_(3.5e_NPC)|Fulminata Century]]<br />
<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Divine Spellcasting]]</div>R2d2gohttp://www.dandwiki.com/wiki/Colin,_Knight_of_Mechanus_(3.5e_NPC)Colin, Knight of Mechanus (3.5e NPC)2014-11-05T01:29:09Z<p>R2d2go: </p>
<hr />
<div>{{x0<br />
|race=[[Human]]/[[SRD:Construct_Type|Construct]]<br />
|level(s)=[[Mechanus Knight (3.5e Class)|Mechanus Knight]] 20<br />
|description=Leader of the Mechanus Knights, Good division.<br />
}}<br />
{{Stat Block 2<br />
|name=Colin, Knight of Mechanus |cr=20<br />
|al=[[Lawful Good|LG]] |size=Collosal |type=Construct<br />
|melee1=Ascendant Blade +32 (8d6+29), 18-20/x5<br />
|init=+5 |listen=+3 |spot=+3<br />
|ac=49 |touch=15 |flat=45 |acmods=-8 size, +5 Dex, +21 armor, +12 shield, +4 Sacred, +4 Deflection, +1 Dodge<br />
|hp=350 |hd=20<br />
|fort=+18 |ref=+6 |will=+6<br />
|spd=30 ft<br />
|bab=+20 |grp=+48<br />
|str=34 |dex=20 |con=26 |int=26 |wis=16 |cha=16<br />
|sq=[[Mechanus_Knight_(3.5e_Class)|Behemoth Augment 3]], [[Mechanus_Knight_(3.5e_Class)|Fuel Lines]], [[Mechanus_Knight_(3.5e_Class)|Mechanized Body]], [[Mechanus_Knight_(3.5e_Class)|Mechanus Mount]], [[Mechanus_Knight_(3.5e_Class)|Bulwark Blade]], Enchantments (Enlarge Person, Cat's Grace, Bear's Endurance, Eagle's Splendor, Fox's Cunning, Owl's Wisdom, Divine Power, Righteous Might, Haste, Freedom of Movement, Holy Aura, Shield of Law, Silverbeard)<br />
|poss=The Ascendant Blade (Artificer's Secret Techblade Tallenta Sharrash (Chainblade, Bulwark Blade)), Mechanus Mount<br />
}}<br />
<br />
Colin is one of the most powerful Mechanus Knights, leading all of the Lawful Good Knights.<br />
<br />
'''The Ascendant Blade:''' Colin's extremely advanced weapon, the Ascendant Blade, has the following abilities in addition to the normal abilities of a Gloryborn Serrated [[Tallenta_Sharrash_(3.5e_Equipment)|Tallenta Sharrash]] made of Alchemical Gold, Aurorum, and Obdurium.<br />
*Chainblade: The Ascendant Blade is made of hundreds of interlocking bladed segments, tripling reach instead of doubling, but leaving those within one increment of reach unthreatened. In addition, once per day, it can be used to Whirlwind Attack all threatened enemies (gaining extra attacks from BAB) and make a trip attempt on each, but removes the additional reach for 24 hours after this usage.<br />
*Bulwark Blade: The Ascendant Blade is made to expand to a massive shield when necessary, providing defense and offense. He is treated as wielding a Heavy Shield when wielding the Tallenta Sharrash, with an enhancement bonus equal to the weapon's enhancement bonus. In addition, once per day, he may expand the shield into a massive bulwark, providing a further +2 shield bonus and another size category of damage for 2 minutes. This usage collapses the blade once expended, removing it's defensive abilities for 24 hours.<br />
*Enhancement Tech: The Ascendant Blade is technologicaly augmented to have a nonmagical enhancement bonus of +10, and additionally has a +4 bonus to damage and attack. In addition, the blade bypasses DR/magic and can hit incorpereal creatures.<br />
*Craftsmanship: The Ascendant Blade's craftsmanship and technological augmentations give it +4 to damage and two increases in damage by size category.<br />
<br />
'''Mechanus Armor:''' Colin's massive Mechanus Gear armor has the following abilities in addition to the normal abilities of a suit of Gloryborn Mithral Mechanus Gear.<br />
*Behemoth Augment: Colin's armor has been augmented to provide him a total of +8 strength, +8 constitution and +23 Armor Class, as well as increasing his size two categories to Colossal and providing him with a 8d6 Trample attack.<br />
*Fuel Lines: Colin's Mechanus Gear is augmented with fuel lines, providing him with several potion-like effects. Prepared effects:<br />
**1st Level: Lion's Charge, Nerveskitter, Enlarge Person, Sign<br />
**2nd Level: Sadism, Master of Air, Gust of Wind, Mark of Judgement<br />
**3rd Level: Sleet Storm, Holy Storm x2<br />
**4th Level: Aligned Aura, Celerity x2<br />
**5th Level: Rejuvination Coccoon, Boreal Wind, Plane Shift<br />
**6th Level: Wall of Gears, Heal, Mental Pinnacle<br />
<br />
'''Mechanus Mount:''' Colin has a massive, firebreathing, horselike construct as a mount. See [[Calconus_the_Destroyer_(3.5e_NPC)|Calconus the Destroyer]]<br />
<br />
<br />
<br />
Collin is accompanied by four other Mechanus Knights and an High Incarnator of Primus. He starts combat by quickly casting Sign, then moving into the most crowded areas, trying to damage every opponent with a Whirlwind Attack next turn while threatening casters who would attempt to flee. Next, he casts Sign to give him and his allies a boost, attempting to get in an extra turn, then Whirlwind Attacks. From then on, he continues Whirlwind Attacking, supplementing his attacks each round with a spell (usually Boreal Wind or Holy Storm on crowds, Wall of Gears to reroute and damage enemies, Sadism if against three or less powerful opponents, immediately expended Dampen Magic if under magical assault, and if dropped to half health or less, Heal). If he is nearly defeated, he will cast Celerity followed by Plane Shift to a sanctum in Mechanus, where he will recover with Rejuvination Cocoon and allies.<br />
<br />
----<br />
Back to [[Main Page]] &amp;rarr; [[3.5e Homebrew]] &amp;rarr; [[3.5e NPCs|NPCs]] &amp;rarr; [[3.5e CR 20 NPCs|CR 20]]&lt;br/&gt;<br />
Back to [[Main Page]] &amp;rarr; [[3.5e Homebrew]] &amp;rarr; [[3.5e NPCs|NPCs]] &amp;rarr; [[3.5e ECL 20 NPCs|ECL 20]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:NPC]]<br />
[[Category:CR 20]]<br />
[[Category:ECL 20]]<br />
[[Category:Construct Type]]<br />
[[Category:Lawful Alignment]<br />
[[Category:Good Alignment]]</div>R2d2gohttp://www.dandwiki.com/wiki/Mechanus_Signifer_(3.5e_Prestige_Class)Mechanus Signifer (3.5e Prestige Class)2014-11-05T01:17:13Z<p>R2d2go: </p>
<hr />
<div>{{requestreview|Newly created&amp;ndash; other [[Meta Pages#Improving, Reviewing, and Removing Articles|Improving, reviewing, or removing]] templates may be required.}}<br />
{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=4/5<br />
|editing=<br />
|type=&lt;!-- What additional roles this class fits (see bottom; e.g. &quot;Good Guy, Combat-Focused&quot;) --&gt;<br />
|desc=&lt;!-- Brief description of the PrC --&gt;<br />
|len=5<br />
|minlvl=7<br />
}}<br />
<br />
==Mechanus Signifer==<br />
<br />
{{quote<br />
|When you bear this flag, you are the most important member of the Legion. Meet that responsibility.<br />
|orig=Colin, Knight of Mechanus<br />
|src=To the Assembly<br />
}}<br />
<br />
A Mechanus Signifer is a flag-bearer for the Mechanus Knights. His abilities allow him to greatly enhance many allies at once, making him essentially to the success of the Legion. Without their flag-bearers, the armies of Mechanus would stand no chance against most of the enemies they face, but with a strong rallying flag, they can take down challenges many times stronger than any individual could.<br />
<br />
===Becoming a Mechanus Signifer===<br />
<br />
<br />
{| class=&quot;d20 dragon monstats&quot; cellspacing=&quot;0&quot; cellpadding=&quot;0&quot;<br />
|+ style=&quot;font-size: larger; white-space: nowrap;&quot; | Entry Requirements<br />
|-<br />
! Alignment:<br />
| Lawful.<br />
|-<br />
! Base Attack Bonus:<br />
| +11, or Spellcasting (see below).<br />
|-<br />
! Spellcasting:<br />
| 6th level Incarnator spellcasting or +11 BAB (see above).<br />
|-<br />
! Patron:<br />
| Primus (God of Mechanus).<br />
|-<br />
! Special:<br />
| Must be an active part of a Mechanus Legion, and thus be a Mechanus Knight or Incarnator.<br />
|} <br />
<br />
{| class=&quot;{{d20}}&quot;<br />
|+ &lt;div&gt;{{#anc:Table: The Mechanus Signifer}}&lt;/div&gt;<br />
&lt;p&gt;Hit Die: d10&lt;/p&gt;<br />
|-<br />
! rowspan=&quot;2&quot; | Level<br />
! rowspan=&quot;2&quot; | [[BAB|Base&lt;br/&gt;Attack Bonus]]<br />
! colspan=&quot;3&quot; | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan=&quot;2&quot; | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 1st || +1 || +2 || +2 || +2<br />
| class=&quot;left&quot; | Mechanus Advancement, Rallying Flag<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 2nd || +2 || +3 || +3 || +3<br />
| class=&quot;left&quot; | <br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 3rd || +3 || +3 || +3 || +3<br />
| class=&quot;left&quot; | Rallying Spells<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 4th || +4 || +4 || +4 || +4<br />
| class=&quot;left&quot; | <br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 5th || +5 || +4 || +4 || +4<br />
| class=&quot;left&quot; | Aquilifer<br />
|-<br />
| colspan=&quot;42&quot; class=&quot;skill&quot; |<br />
'''Class Skills (&lt;-skill points-&gt; + [[Int]] modifier per level)'''&lt;br/&gt;<br />
&lt;-list of class skills-&gt;.<br />
|}<br />
<br />
====Class Features====<br />
<br />
Mechanus Signifers are high ranking Mechanus Knights chosen to bear the flag of their legion. They grant bonuses to all nearby allies and can cast spells to fortify them further. All of the following are class features of the Mechanus Signifer.<br />
<br />
'''{{#anc:Mechanus Advancement}}:''' Signifer levels stack with Mechanus Knight levels for gaining Mechanus Armor, and Incarnator levels for spells. See Adaptation under Mechanus Signifers in the Game for other options.<br />
<br />
'''{{#anc:Rallying Flag}} ([[Ex]]/[[Sp]]):''' At first level, a Mechanus Flagbearer gains a special flag, bearing the symbol of his legion or century. Each type of flag grants a moral bonus to all within 100 feet (an extraordinary effect), and can create an effect on all allies within 100 feet once per day with caster level equal to Mechanus Knight levels (a divine, spell-like effect). The flagpole has 40 hp and 20 hardness, and is made of adamantine, while the flag is magical and self-repairing.<br />
<br />
*''Ferrata'' (Ironclad): This flag bears a wolf's head and &quot;I&quot;. Grants +2 to armor class, and can cast [[SRD:Stoneskin|Stoneskin]].<br />
*''Victrix'' (Victorious): This flag bears a bull's head and &quot;II&quot;. Grants +1 to attack rolls, saves and skill checks, and can cast [[SRD:Greater Heroism|Greater Heroism]].<br />
*''Firma'' (Steadfast): This flag bears a pegasus and &quot;III&quot;. Grants +4 to ability checks made to resist being bull rushed or tripped, and can cast [[SRD:Immovability|Immovability]].<br />
*''Gemina'' (Twin): This flag bears two human silhouettes and &quot;IV&quot;. Creates an identical image adjacent to benefiting creatures, granting a 20% miss chance, and can cast Greater Mirror Image, which always grants 8 mirror images to start.<br />
*''Classica'' (Naval): This flag bears a trident and &quot;V&quot;. Grants all allies +10 to swim checks and +4 to checks related to ships, and can cast Nixie's Grace.<br />
*''Equestris'' (Mounted): This flag bears a horse head and &quot;VI&quot;. Grants all allies +4 to ride checks, and can cast Master Cavalier, Phantom Charge and War-Mount with one cast.<br />
*''Fulminata'' (Armed with Lightning): This flag bears a lightning bolt and &quot;VII&quot;. Grants all allies +1d6 electric damage to their weapon attacks, and can cast Sakkratar's Triple Strike (but with shocking burst instead of flaming).<br />
*''Dux'' (Leader): This flag bears a crown and &quot;VIII&quot;. Grants all allies Righteous Aura, and can cast Righteous Wrath of the Faithful (from Complete Divine).<br />
<br />
'''{{#anc:Rallying Spells}} :''' At third level, a Signifer can make any spell or oil from Fuel Lines effect all allies within 100 feet. The spell cannot have a range of personal. He may use this ability once per day per spell level, up to a spell level equal to his level in Signifer.<br />
<br />
'''{{#anc:Aquilifer}}:''' At fifth level, a Signifer becomes an Aquilifer, the highest ranking flag bearer in a legion. He gets an improved flag that allows the spell effect twice per day and doubles the static bonus, and the flag becomes indestructible as long as the Aquilifer is alive. Additionally, once per year, he can instantly summon his century (see [[Mechanus Century]]) (note until that page is made: 16 lantern archons, 28 melee Mechanus Knights and 12 archers each at first level, plus 3 third level Incarnators, 2 second level snipers, 4 second level Mechanus Knight shield bearers, and two Mechanus Knights or Incarnators at sixth and seventh level.)<br />
<br />
<br />
====Ex-Mechanus Signifers====<br />
<br />
Those who do not meet the requirements for becoming a Mechanus Signifer immediately lose all class abilities except Mechanus Advancement.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Mechanus Signifer====<br />
<br />
'''Combat:''' Mechanus Signifers support their allies, usually a mass surrounding them to get the most benefit of the flag's abilities.<br />
<br />
'''Advancement:''' Further levels in Incarnator or Mechanus Knight are standard advancement paths.<br />
<br />
'''Resources:''' The Legion provides food and shelter to all members within, as well as a salary in magic items as appropriate, in exchange for the Signifer's devoted services.<br />
<br />
====Mechanus Signifers in the World====<br />
<br />
{{quote|Twelth Legion, to me!|4=Sophos, Human Mechanus Knight/Signifer}}<br />
<br />
Mechanus Signifers live exclusively in the Legion, fighting as necessary.<br />
<br />
'''NPC Reactions:''' As a prestige class, Signifer doesn't change much in terms of reactions compared to the base class.<br />
<br />
====Mechanus Signifer Lore====<br />
<br />
Characters with ranks in Knowledge (The Planes), Knowledge (Religion), or Knowledge (Local) in an area which the Legion frequents can research Mechanus Signifers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class=&quot;d20&quot; {{#vardefine: odd | 0}}<br />
|+ Knowledge (The Planes, Religion, Local)<br />
! DC || class=&quot;left&quot; | Result<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 11 || class=&quot;left&quot; | Mechanus Signifers bear magic flags which support their allies.<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 16 || class=&quot;left&quot; | Each flag has it's own unique aura as well as the ability to create a powerful effect once per day.<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 21 || class=&quot;left&quot; | Some Signifers can cast other spells to affect all around them, not just the one stored in the flag.<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 26 || class=&quot;left&quot; | The strongest of Signifers have flags that are entirely indestructible, with even stronger effects.<br />
|}<br />
<br />
====Mechanus Signifers in the Game====<br />
<br />
Mechanus Signifers exclusively fight in the Legion. Fight a century of the Legion, and you will fight one of these.<br />
<br />
'''Adaptation:''' This class can provide a flag-bearer for any army. If you don't want to use Mechanus Knight or Incarnator, you can change the requirement to 6th level casting in another class. You can also change the advancement to fit another class, granting full progression.<br />
<br />
'''Sample Encounter:''' Seventh Legion Fulminata is a powerful enemy to make. If the party inadvertently (or intentionally) offends them, they could find themselves chased by a Century of the legion.<br />
<br />
''EL 15:'' &lt;-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter-&gt;<br />
<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Divine Spellcasting]]</div>R2d2gohttp://www.dandwiki.com/wiki/Fulminata_Century_(3.5e_NPC)Fulminata Century (3.5e NPC)2014-11-04T22:11:32Z<p>R2d2go: </p>
<hr />
<div>{{Stat Block 2<br />
|name=Legion Infantry|cr=3<br />
|sex=Male |race=[[Human]] |clvl=[[Mechanus Knight (3.5e Class)|Mechanus Knight]] 3<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=26 |touch=10 |flat=26 |acmods=+10 armor, +4 shield<br />
|hp=31 |hd=1<br />
|fort=+5 |ref=+1 |will=+1<br />
|spd=20 ft. (4 squares)<br />
|melee1=+2 Kusarigama +2 (1d8+4/19&amp;ndash;20)<br />
|bab=+3 |grp=+5<br />
|str=14 |dex=14 |con=14 |int=10 |wis=10 |cha=10<br />
|feats=Shield Wall, Combat Reflexes, Exotic Weapon Proficiency (Kusarigama)<br />
|poss=[[Tower Shield]], [[Mechanus_Gear_(3.5e_Equipment)|Mechanus Gear]], Kusarigama<br />
}}<br />
<br />
Legion Infantry protect the other members of their century, making attacks of opportunity as enemies approach. If they break formation, they lose a +2 bonus to armor class.<br />
<br />
{{Stat Block 2<br />
|name=Legion Archer|cr=3<br />
|sex=Male |race=[[Human]] |clvl=[[Mechanus Knight (3.5e Class)|Mechanus Knight]] 1<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=20 |touch=10 |flat=17 |acmods=+10 armor<br />
|hp=28 |hd=3<br />
|fort=+4 |ref=+3 |will=+1<br />
|spd=20 ft. (4 squares)<br />
|ranged1=+2 [[Composite Longbow]] (100 ft) +4 (1d8+4/19&amp;ndash;20)<br />
|ranged2=Boomstick (40 ft) +4 (4d6/19&amp;ndash;20)<br />
|bab=+3 |grp=+5<br />
|str=14 |dex=14 |con=12 |int=10 |wis=10 |cha=10<br />
|feats=Point Blank Shot, Rapid Shot, Far Shot<br />
|poss=[[Mechanus_Gear_(3.5e_Equipment)|Mechanus Gear]], [[Composite Longbow]]<br />
}}<br />
<br />
Legion archers fire arrows at distant enemies until they reach slightly more than 100 feet away (within 3 range increments of Boomstick), then switch to their Boomstick and fire that instead.<br />
<br />
{{Stat Block 2<br />
|name=Minor Incarnator|cr=3<br />
|sex=Male |race=[[Human]] |clvl=[[Incarnator (3.5e Class)|Incarnator]] 1<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+0 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=10 |touch=10 |flat=10<br />
|hp=20 |hd=3<br />
|fort=+4 |ref=+0 |will=+0<br />
|spd=30 ft. (6 squares)<br />
|bab=+1 |grp=+1<br />
|str=10 |dex=10 |con=12 |int=16 |wis=10 |cha=10<br />
|sa=Turning 6/day<br />
|sq=Deathless Metamorphosis<br />
|feats=Reach Spell, Divine Metamagic (Reach Spell), Empower Spell<br />
}}<br />
<br />
Legion Incarnators learn the spell Faith Healing to support their front lines, healing them for 11 hit points, up to six times a day (and twice at a range of 30 feet). Other than that, they will occasionally throw [[Acid Arrow|Acid Arrows]] or [[SRD:Flaming Sphere|Flaming Spheres]] at enemies, up to three times per day. They also have items of [[Dispel Magic]] to mass-counter attacks from mages (CL 7, up to 10 times per caster).<br />
<br />
{{Stat Block 2<br />
|name=Major Incarnator|cr=7<br />
|sex=Male |race=[[Human]] |clvl=[[Incarnator (3.5e Class)|Incarnator]] 7<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=10 |touch=10 |flat=10<br />
|hp=69 |hd=7<br />
|fort=+7 |ref=+2 |will=+5<br />
|spd=30 ft. (6 squares)<br />
|bab=+3 |grp=+3<br />
|str=10 |dex=14 |con=14 |int=18 |wis=10 |cha=10<br />
|sa=Turning 7/day<br />
|sq=Deathless Metamorphosis, Construct Metamorphosis, 25% Fortification<br />
|feats=Reach Spell, Divine Metamagic (Reach Spell), Empower Spell, Divine Metamagic (Empower Spell)<br />
}}<br />
<br />
These higher-level incarnators provide strong ranged support and buffing. One distributes items of [[Dispel Magic]], another casts Invisibility Sphere for hit-and-runs, and a third protects the Signifer with castings of Shield and Greater Mage armor. All also cast Orb of Force against strong enemies (dealing 7d6 damage with a ranged touch attack, empowered twice a day), or Acid Breath against groups of enemies. For large battles they all buff up with Fly.<br />
<br />
{{Stat Block 2<br />
|name=Mechanus Sniper|cr=7<br />
|sex=Male |race=[[Human]] |clvl=[[Mechanus Knight (3.5e Class)|Mechanus Knight]] 7<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+3 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=20 |touch=10 |flat=20<br />
|hp=72 |hd=7<br />
|fort=+8 |ref=+5 |will=+2<br />
|spd=30 ft. (6 squares)<br />
|ranged1=+3 Rocket Lance (60 ft) +16 (2d8+6/x3)<br />
|bab=+7 |grp=+8<br />
|str=12 |dex=16 |con=16 |int=16 |wis=10 |cha=10<br />
|sa=Artificer's Weapon, Rocket Lance, Fuel Lines<br />
|feats=Rapid Reload, Point Blank Shot, Far Shot<br />
}}<br />
<br />
Snipers fire Rocket Lances to take out priority targets. In their six available spell slots, they prepare Hunter's Mercy six times. Cast as a standard action, this allows them to automatically have a critical threat against any enemy they wish to take down.<br />
<br />
{{Stat Block 2<br />
|name=Signifer|cr=16<br />
|sex=Male |race=[[Human]] |clvl=[[Incarnator (3.5e Class)|Incarnator]] 11, [[Mechanus_Signifer_(3.5e_Prestige_Class)|Mechanus Signifer 5]]<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+4 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=24 |touch=10 |flat=23<br />
|hp=69 |hd=16<br />
|fort=+16 |ref=+11 |will=+14<br />
|spd=30 ft. (6 squares)<br />
|bab=+3 |grp=+3<br />
|str=10 |dex=14 |con=14 |int=18 |wis=10 |cha=10<br />
|sa=Turning 7/day, Elemental Surge, Fulminata 2/day, Rallying Spell 5/day <br />
|sq=Deathless Metamorphosis, Construct Metamorphosis, Undead Metamorphosis, Elemental Metamorphosis, 25% Fortification, Rallying Flag<br />
|poss=Scorching Gaze, Hands of Flame, Bone Plating<br />
|feats=Extend Spell, Persistent Spell, Divine Metamagic (Persistent Spell), Divine Spell Power, <br />
}}<br />
<br />
The Signifer is the core of the century - without him, it would be much, much less effective, and likely fall apart. He has a number of defensive abilities to complement his continual use of buffs for the entire century.<br />
<br />
''Elemental Surge:'' The Signifer invokes the power of his elemental nature as an immediate action, gaining one of the following for 11 rounds:<br />
*+10 to Reflex and Initiative<br />
*DR 4/-<br />
*+25 base land speed<br />
*60 foot swim speed.<br />
He may activate this once for each ability each day.<br />
<br />
''Fulminata:'' The Signifer can invoke the power of his flag twice per day, making all allies within 100 feet attack as if using Keen Shocking Burst weapons for 1 round.<br />
<br />
''Rallying Spell:'' The Signifer can modify a spell to affect all allies within 100 feet five times per day.<br />
<br />
''Rallying Flag:'' Allies within 100 feet of the Signifer gain +2d6 electric damage to all attacks.<br />
<br />
The Signifer generally will cast a Persistent Lawful Sword on all allies, giving them +5 weapons which deal an additional 2d6 damage against chaotic enemies, as well as emitting a Circle of Protection against Chaos. Depending on the situation, he might also cast the following spells:<br />
*Lightning Leap on all allies, teleporting them 60 feet in a line and dealing 15d6 damage as if a Lightning Bolt<br />
*Bite of the Werewolf on all allies, giving them +2 strength, +4 dexterity, +4 constitution and +4 natural armor, as well as a bite attack for 1d6.<br />
*Fly, Swift on all allies, granting them a 60 foot fly speed for one round. This can be Persisted if needed.<br />
*Faith Healing on all allies, healing them for 13.<br />
<br />
The century consists of 34 infantry, 16 [[srd:lantern archon|lantern archons]], 12 archers, 12 minor Incarnators, 3 major Incarnators, 2 snipers, 1 Signifer, fitting within an 8x8 square with the lantern archons floating above. They march in an 8 by 8 square, with the infantry surrounding the other units with a double-row facing forward. One row behind the front row and in front of the back row are six Incarnators. Forming two 2 by 3 rectangles on either side of the remaining space are archers, and in the final six spaces, the elite units are placed in essentially arbitrary order.<br />
<br />
----<br />
Back to [[Main Page]] &amp;rarr; [[3.5e Homebrew]] &amp;rarr; [[3.5e NPCs|NPCs]] &amp;rarr; [[3.5e CR 18 NPCs|CR 18]]&lt;br/&gt;<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:NPC]]<br />
[[Category:CR 18]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Human Subtype]]<br />
[[Category:Lawful Alignment]]<br />
[[Category:Neutral (Good-Evil) Alignment]]</div>R2d2gohttp://www.dandwiki.com/wiki/Fulminata_Century_(3.5e_NPC)Fulminata Century (3.5e NPC)2014-11-04T22:09:56Z<p>R2d2go: </p>
<hr />
<div>{{Stat Block 2<br />
|name=Legion Infantry|cr=3<br />
|sex=Male |race=[[Human]] |clvl=[[Mechanus Knight (3.5e Class)|Mechanus Knight]] 3<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=26 |touch=10 |flat=26 |acmods=+10 armor, +4 shield<br />
|hp=31 |hd=1<br />
|fort=+5 |ref=+1 |will=+1<br />
|spd=20 ft. (4 squares)<br />
|melee1=+2 Kusarigama +2 (1d8+4/19&amp;ndash;20)<br />
|bab=+3 |grp=+5<br />
|str=14 |dex=14 |con=14 |int=10 |wis=10 |cha=10<br />
|feats=Shield Wall, Combat Reflexes, Exotic Weapon Proficiency (Kusarigama)<br />
|poss=[[Tower Shield]], [[Mechanus_Gear_(3.5e_Equipment)|Mechanus Gear]], Kusarigama<br />
}}<br />
<br />
Legion Infantry protect the other members of their century, making attacks of opportunity as enemies approach. If they break formation, they lose a +2 bonus to armor class.<br />
<br />
{{Stat Block 2<br />
|name=Legion Archer|cr=3<br />
|sex=Male |race=[[Human]] |clvl=[[Mechanus Knight (3.5e Class)|Mechanus Knight]] 1<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=20 |touch=10 |flat=17 |acmods=+10 armor<br />
|hp=28 |hd=3<br />
|fort=+4 |ref=+3 |will=+1<br />
|spd=20 ft. (4 squares)<br />
|ranged1=+2 [[Composite Longbow]] (100 ft) +4 (1d8+4/19&amp;ndash;20)<br />
|ranged2=Boomstick (40 ft) +4 (4d6/19&amp;ndash;20)<br />
|bab=+3 |grp=+5<br />
|str=14 |dex=14 |con=12 |int=10 |wis=10 |cha=10<br />
|feats=Point Blank Shot, Rapid Shot, Far Shot<br />
|poss=[[Mechanus_Gear_(3.5e_Equipment)|Mechanus Gear]], [[Composite Longbow]]<br />
}}<br />
<br />
Legion archers fire arrows at distant enemies until they reach slightly more than 100 feet away (within 3 range increments of Boomstick), then switch to their Boomstick and fire that instead.<br />
<br />
{{Stat Block 2<br />
|name=Minor Incarnator|cr=3<br />
|sex=Male |race=[[Human]] |clvl=[[Incarnator (3.5e Class)|Incarnator]] 1<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+0 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=10 |touch=10 |flat=10<br />
|hp=20 |hd=3<br />
|fort=+4 |ref=+0 |will=+0<br />
|spd=30 ft. (6 squares)<br />
|bab=+1 |grp=+1<br />
|str=10 |dex=10 |con=12 |int=16 |wis=10 |cha=10<br />
|sa=Turning 6/day<br />
|sq=Deathless Metamorphosis<br />
|feats=Reach Spell, Divine Metamagic (Reach Spell), Empower Spell<br />
}}<br />
<br />
Legion Incarnators learn the spell Faith Healing to support their front lines, healing them for 11 hit points, up to six times a day (and twice at a range of 30 feet). Other than that, they will occasionally throw [[Acid Arrow|Acid Arrows]] or [[Flaming Sphere|Flaming Spheres]] at enemies, up to three times per day. They also have items of [[Dispel Magic]] to mass-counter attacks from mages (CL 7, up to 10 times per caster).<br />
<br />
{{Stat Block 2<br />
|name=Major Incarnator|cr=7<br />
|sex=Male |race=[[Human]] |clvl=[[Incarnator (3.5e Class)|Incarnator]] 7<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=10 |touch=10 |flat=10<br />
|hp=69 |hd=7<br />
|fort=+7 |ref=+2 |will=+5<br />
|spd=30 ft. (6 squares)<br />
|bab=+3 |grp=+3<br />
|str=10 |dex=14 |con=14 |int=18 |wis=10 |cha=10<br />
|sa=Turning 7/day<br />
|sq=Deathless Metamorphosis, Construct Metamorphosis, 25% Fortification<br />
|feats=Reach Spell, Divine Metamagic (Reach Spell), Empower Spell, Divine Metamagic (Empower Spell)<br />
}}<br />
<br />
These higher-level incarnators provide strong ranged support and buffing. One distributes items of [[Dispel Magic]], another casts Invisibility Sphere for hit-and-runs, and a third protects the Signifer with castings of Shield and Greater Mage armor. All also cast Orb of Force against strong enemies (dealing 7d6 damage with a ranged touch attack, empowered twice a day), or Acid Breath against groups of enemies. For large battles they all buff up with Fly.<br />
<br />
{{Stat Block 2<br />
|name=Mechanus Sniper|cr=7<br />
|sex=Male |race=[[Human]] |clvl=[[Mechanus Knight (3.5e Class)|Mechanus Knight]] 7<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+3 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=20 |touch=10 |flat=20<br />
|hp=72 |hd=7<br />
|fort=+8 |ref=+5 |will=+2<br />
|spd=30 ft. (6 squares)<br />
|ranged1=+3 Rocket Lance (60 ft) +16 (2d8+6/x3)<br />
|bab=+7 |grp=+8<br />
|str=12 |dex=16 |con=16 |int=16 |wis=10 |cha=10<br />
|sa=Artificer's Weapon, Rocket Lance, Fuel Lines<br />
|feats=Rapid Reload, Point Blank Shot, Far Shot<br />
}}<br />
<br />
Snipers fire Rocket Lances to take out priority targets. In their six available spell slots, they prepare Hunter's Mercy six times. Cast as a standard action, this allows them to automatically have a critical threat against any enemy they wish to take down.<br />
<br />
{{Stat Block 2<br />
|name=Signifer|cr=16<br />
|sex=Male |race=[[Human]] |clvl=[[Incarnator (3.5e Class)|Incarnator]] 11, [[Mechanus_Signifer_(3.5e_Prestige_Class)|Mechanus Signifer 5]]<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+4 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=24 |touch=10 |flat=23<br />
|hp=69 |hd=16<br />
|fort=+16 |ref=+11 |will=+14<br />
|spd=30 ft. (6 squares)<br />
|bab=+3 |grp=+3<br />
|str=10 |dex=14 |con=14 |int=18 |wis=10 |cha=10<br />
|sa=Turning 7/day, Elemental Surge, Fulminata 2/day, Rallying Spell 5/day <br />
|sq=Deathless Metamorphosis, Construct Metamorphosis, Undead Metamorphosis, Elemental Metamorphosis, 25% Fortification, Rallying Flag<br />
|poss=Scorching Gaze, Hands of Flame, Bone Plating<br />
|feats=Extend Spell, Persistent Spell, Divine Metamagic (Persistent Spell), Divine Spell Power, <br />
}}<br />
<br />
The Signifer is the core of the century - without him, it would be much, much less effective, and likely fall apart. He has a number of defensive abilities to complement his continual use of buffs for the entire century.<br />
<br />
''Elemental Surge:'' The Signifer invokes the power of his elemental nature as an immediate action, gaining one of the following for 11 rounds:<br />
*+10 to Reflex and Initiative<br />
*DR 4/-<br />
*+25 base land speed<br />
*60 foot swim speed.<br />
He may activate this once for each ability each day.<br />
<br />
''Fulminata:'' The Signifer can invoke the power of his flag twice per day, making all allies within 100 feet attack as if using Keen Shocking Burst weapons for 1 round.<br />
<br />
''Rallying Spell:'' The Signifer can modify a spell to affect all allies within 100 feet five times per day.<br />
<br />
''Rallying Flag:'' Allies within 100 feet of the Signifer gain +2d6 electric damage to all attacks.<br />
<br />
The Signifer generally will cast a Persistent Lawful Sword on all allies, giving them +5 weapons which deal an additional 2d6 damage against chaotic enemies, as well as emitting a Circle of Protection against Chaos. Depending on the situation, he might also cast the following spells:<br />
*Lightning Leap on all allies, teleporting them 60 feet in a line and dealing 15d6 damage as if a Lightning Bolt<br />
*Bite of the Werewolf on all allies, giving them +2 strength, +4 dexterity, +4 constitution and +4 natural armor, as well as a bite attack for 1d6.<br />
*Fly, Swift on all allies, granting them a 60 foot fly speed for one round. This can be Persisted if needed.<br />
*Faith Healing on all allies, healing them for 13.<br />
<br />
The century consists of 34 infantry, 16 [[srd:lantern archon|lantern archons]], 12 archers, 12 minor Incarnators, 3 major Incarnators, 2 snipers, 1 Signifer, fitting within an 8x8 square with the lantern archons floating above. They march in an 8 by 8 square, with the infantry surrounding the other units with a double-row facing forward. One row behind the front row and in front of the back row are six Incarnators. Forming two 2 by 3 rectangles on either side of the remaining space are archers, and in the final six spaces, the elite units are placed in essentially arbitrary order.<br />
<br />
----<br />
Back to [[Main Page]] &amp;rarr; [[3.5e Homebrew]] &amp;rarr; [[3.5e NPCs|NPCs]] &amp;rarr; [[3.5e CR 18 NPCs|CR 18]]&lt;br/&gt;<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:NPC]]<br />
[[Category:CR 18]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Human Subtype]]<br />
[[Category:Lawful Alignment]]<br />
[[Category:Neutral (Good-Evil) Alignment]]</div>R2d2gohttp://www.dandwiki.com/wiki/Fulminata_Century_(3.5e_NPC)Fulminata Century (3.5e NPC)2014-11-04T22:06:39Z<p>R2d2go: </p>
<hr />
<div>{{Stat Block 2<br />
|name=Legion Infantry|cr=3<br />
|sex=Male |race=[[Human]] |clvl=[[Mechanus Knight (3.5e Class)|Mechanus Knight]] 3<br />
|al=[[Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=26 |touch=10 |flat=26 |acmods=+10 armor, +4 shield<br />
|hp=31 |hd=1<br />
|fort=+5 |ref=+1 |will=+1<br />
|spd=20 ft. (4 squares)<br />
|melee1=+2 Kusarigama +2 (1d8+4/19&amp;ndash;20)<br />
|bab=+3 |grp=+5<br />
|str=14 |dex=14 |con=14 |int=10 |wis=10 |cha=10<br />
|feats=Shield Wall, Combat Reflexes, Exotic Weapon Proficiency (Kusarigama)<br />
|poss=[[Tower Shield]], [[Mechanus_Gear_(3.5e_Equipment)|Mechanus Gear]], Kusarigama<br />
}}<br />
<br />
Legion Infantry protect the other members of their century, making attacks of opportunity as enemies approach. If they break formation, they lose a +2 bonus to armor class.<br />
<br />
{{Stat Block 2<br />
|name=Legion Archer|cr=3<br />
|sex=Male |race=[[Human]] |clvl=[[Mechanus Knight (3.5e Class)|Mechanus Knight]] 1<br />
|al=[[Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=20 |touch=10 |flat=17 |acmods=+10 armor<br />
|hp=28 |hd=3<br />
|fort=+4 |ref=+3 |will=+1<br />
|spd=20 ft. (4 squares)<br />
|ranged1=+2 [[Composite Longbow]] (100 ft) +4 (1d8+4/19&amp;ndash;20)<br />
|ranged2=Boomstick (40 ft) +4 (4d6/19&amp;ndash;20)<br />
|bab=+3 |grp=+5<br />
|str=14 |dex=14 |con=12 |int=10 |wis=10 |cha=10<br />
|feats=Point Blank Shot, Rapid Shot, Far Shot<br />
|poss=[[Mechanus_Gear_(3.5e_Equipment)|Mechanus Gear]], [[Composite Longbow]]<br />
}}<br />
<br />
Legion archers fire arrows at distant enemies until they reach slightly more than 100 feet away (within 3 range increments of Boomstick), then switch to their Boomstick and fire that instead.<br />
<br />
{{Stat Block 2<br />
|name=Minor Incarnator|cr=3<br />
|sex=Male |race=[[Human]] |clvl=[[Incarnator (3.5e Class)|Incarnator]] 1<br />
|al=[[Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+0 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=10 |touch=10 |flat=10<br />
|hp=20 |hd=3<br />
|fort=+4 |ref=+0 |will=+0<br />
|spd=30 ft. (6 squares)<br />
|bab=+1 |grp=+1<br />
|str=10 |dex=10 |con=12 |int=16 |wis=10 |cha=10<br />
|sa=Turning 6/day<br />
|sq=Deathless Metamorphosis<br />
|feats=Reach Spell, Divine Metamagic (Reach Spell), Empower Spell<br />
}}<br />
<br />
Legion Incarnators learn the spell Faith Healing to support their front lines, healing them for 11 hit points, up to six times a day (and twice at a range of 30 feet). Other than that, they will occasionally throw [[Acid Arrow|Acid Arrows]] or [[Flaming Sphere|Flaming Spheres]] at enemies, up to three times per day. They also have items of [[Dispel Magic]] to mass-counter attacks from mages (CL 7, up to 10 times per caster).<br />
<br />
{{Stat Block 2<br />
|name=Major Incarnator|cr=7<br />
|sex=Male |race=[[Human]] |clvl=[[Incarnator (3.5e Class)|Incarnator]] 7<br />
|al=[[Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=10 |touch=10 |flat=10<br />
|hp=69 |hd=7<br />
|fort=+7 |ref=+2 |will=+5<br />
|spd=30 ft. (6 squares)<br />
|bab=+3 |grp=+3<br />
|str=10 |dex=14 |con=14 |int=18 |wis=10 |cha=10<br />
|sa=Turning 7/day<br />
|sq=Deathless Metamorphosis, Construct Metamorphosis, 25% Fortification<br />
|feats=Reach Spell, Divine Metamagic (Reach Spell), Empower Spell, Divine Metamagic (Empower Spell)<br />
}}<br />
<br />
These higher-level incarnators provide strong ranged support and buffing. One distributes items of [[Dispel Magic]], another casts Invisibility Sphere for hit-and-runs, and a third protects the Signifer with castings of Shield and Greater Mage armor. All also cast Orb of Force against strong enemies (dealing 7d6 damage with a ranged touch attack, empowered twice a day), or Acid Breath against groups of enemies. For large battles they all buff up with Fly.<br />
<br />
{{Stat Block 2<br />
|name=Mechanus Sniper|cr=7<br />
|sex=Male |race=[[Human]] |clvl=[[Mechanus Knight (3.5e Class)|Mechanus Knight]] 7<br />
|al=[[Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+3 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=20 |touch=10 |flat=20<br />
|hp=72 |hd=7<br />
|fort=+8 |ref=+5 |will=+2<br />
|spd=30 ft. (6 squares)<br />
|ranged1=+3 Rocket Lance (60 ft) +16 (2d8+6/x3)<br />
|bab=+7 |grp=+8<br />
|str=12 |dex=16 |con=16 |int=16 |wis=10 |cha=10<br />
|sa=Artificer's Weapon, Rocket Lance, Fuel Lines<br />
|feats=Rapid Reload, Point Blank Shot, Far Shot<br />
}}<br />
<br />
Snipers fire Rocket Lances to take out priority targets. In their six available spell slots, they prepare Hunter's Mercy six times. Cast as a standard action, this allows them to automatically have a critical threat against any enemy they wish to take down.<br />
<br />
{{Stat Block 2<br />
|name=Signifer|cr=16<br />
|sex=Male |race=[[Human]] |clvl=[[Incarnator (3.5e Class)|Incarnator]] 11, [[Mechanus_Signifer_(3.5e_Prestige_Class)|Mechanus Signifer 5]]<br />
|al=[[Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+4 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=24 |touch=10 |flat=23<br />
|hp=69 |hd=16<br />
|fort=+16 |ref=+11 |will=+14<br />
|spd=30 ft. (6 squares)<br />
|bab=+3 |grp=+3<br />
|str=10 |dex=14 |con=14 |int=18 |wis=10 |cha=10<br />
|sa=Turning 7/day, Elemental Surge, Fulminata 2/day, Rallying Spell 5/day <br />
|sq=Deathless Metamorphosis, Construct Metamorphosis, Undead Metamorphosis, Elemental Metamorphosis, 25% Fortification, Rallying Flag<br />
|poss=Scorching Gaze, Hands of Flame, Bone Plating<br />
|feats=Extend Spell, Persistent Spell, Divine Metamagic (Persistent Spell), Divine Spell Power, <br />
}}<br />
<br />
The Signifer is the core of the century - without him, it would be much, much less effective, and likely fall apart. He has a number of defensive abilities to complement his continual use of buffs for the entire century.<br />
<br />
''Elemental Surge:'' The Signifer invokes the power of his elemental nature as an immediate action, gaining one of the following for 11 rounds:<br />
*+10 to Reflex and Initiative<br />
*DR 4/-<br />
*+25 base land speed<br />
*60 foot swim speed.<br />
He may activate this once for each ability each day.<br />
<br />
''Fulminata:'' The Signifer can invoke the power of his flag twice per day, making all allies within 100 feet attack as if using Keen Shocking Burst weapons for 1 round.<br />
<br />
''Rallying Spell:'' The Signifer can modify a spell to affect all allies within 100 feet five times per day.<br />
<br />
''Rallying Flag:'' Allies within 100 feet of the Signifer gain +2d6 electric damage to all attacks.<br />
<br />
The Signifer generally will cast a Persistent Lawful Sword on all allies, giving them +5 weapons which deal an additional 2d6 damage against chaotic enemies, as well as emitting a Circle of Protection against Chaos. Depending on the situation, he might also cast the following spells:<br />
*Lightning Leap on all allies, teleporting them 60 feet in a line and dealing 15d6 damage as if a Lightning Bolt<br />
*Bite of the Werewolf on all allies, giving them +2 strength, +4 dexterity, +4 constitution and +4 natural armor, as well as a bite attack for 1d6.<br />
*Fly, Swift on all allies, granting them a 60 foot fly speed for one round. This can be Persisted if needed.<br />
*Faith Healing on all allies, healing them for 13.<br />
<br />
The century consists of 34 infantry, 16 [[srd:lantern archon|lantern archons]], 12 archers, 12 minor Incarnators, 3 major Incarnators, 2 snipers, 1 Signifer, fitting within an 8x8 square with the lantern archons floating above.<br />
<br />
----<br />
Back to [[Main Page]] &amp;rarr; [[3.5e Homebrew]] &amp;rarr; [[3.5e NPCs|NPCs]] &amp;rarr; [[3.5e CR 18 NPCs|CR 18]]&lt;br/&gt;<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:NPC]]<br />
[[Category:CR 18]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Human Subtype]]<br />
[[Category:Lawful Alignment]]<br />
[[Category:Neutral (Good-Evil) Alignment]]</div>R2d2gohttp://www.dandwiki.com/wiki/Fulminata_Century_(3.5e_NPC)Fulminata Century (3.5e NPC)2014-11-04T22:05:41Z<p>R2d2go: </p>
<hr />
<div>{{Stat Block 2<br />
|name=Legion Infantry|cr=3<br />
|sex=Male |race=[[Human]] |clvl=[[Mechanus Knight (3.5e Class)|Mechanus Knight]] 3<br />
|al=[[Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=26 |touch=10 |flat=26 |acmods=+10 armor, +4 shield<br />
|hp=31 |hd=1<br />
|fort=+5 |ref=+1 |will=+1<br />
|spd=20 ft. (4 squares)<br />
|melee1=+2 Kusarigama +2 (1d8+4/19&amp;ndash;20)<br />
|bab=+3 |grp=+5<br />
|str=14 |dex=14 |con=14 |int=10 |wis=10 |cha=10<br />
|feats=Shield Wall, Combat Reflexes, Exotic Weapon Proficiency (Kusarigama)<br />
|poss=[[Tower Shield]], [[Mechanus_Gear_(3.5e_Equipment)|Mechanus Gear]], Kusarigama<br />
}}<br />
<br />
Legion Infantry protect the other members of their century, making attacks of opportunity as enemies approach. If they break formation, they lose a +2 bonus to armor class.<br />
<br />
{{Stat Block 2<br />
|name=Legion Archer|cr=3<br />
|sex=Male |race=[[Human]] |clvl=[[Mechanus Knight (3.5e Class)|Mechanus Knight]] 1<br />
|al=[[Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=20 |touch=10 |flat=17 |acmods=+10 armor<br />
|hp=28 |hd=3<br />
|fort=+4 |ref=+3 |will=+1<br />
|spd=20 ft. (4 squares)<br />
|ranged1=+2 [[Composite Longbow]] (100 ft) +4 (1d8+4/19&amp;ndash;20)<br />
|ranged2=Boomstick (40 ft) +4 (4d6/19&amp;ndash;20)<br />
|bab=+3 |grp=+5<br />
|str=14 |dex=14 |con=12 |int=10 |wis=10 |cha=10<br />
|feats=Point Blank Shot, Rapid Shot, Far Shot<br />
|poss=[[Mechanus_Gear_(3.5e_Equipment)|Mechanus Gear]], [[Composite Longbow]]<br />
}}<br />
<br />
Legion archers fire arrows at distant enemies until they reach slightly more than 100 feet away (within 3 range increments of Boomstick), then switch to their Boomstick and fire that instead.<br />
<br />
{{Stat Block 2<br />
|name=Minor Incarnator|cr=3<br />
|sex=Male |race=[[Human]] |clvl=[[Incarnator (3.5e Class)|Incarnator]] 1<br />
|al=[[Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+0 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=10 |touch=10 |flat=10<br />
|hp=20 |hd=3<br />
|fort=+4 |ref=+0 |will=+0<br />
|spd=30 ft. (6 squares)<br />
|bab=+1 |grp=+1<br />
|str=10 |dex=10 |con=12 |int=16 |wis=10 |cha=10<br />
|sa=Turning 6/day<br />
|sq=Deathless Metamorphosis<br />
|feats=Reach Spell, Divine Metamagic (Reach Spell), Empower Spell<br />
}}<br />
<br />
Legion Incarnators learn the spell Faith Healing to support their front lines, healing them for 11 hit points, up to six times a day (and twice at a range of 30 feet). Other than that, they will occasionally throw [[Acid Arrow|Acid Arrows]] or [[Flaming Sphere|Flaming Spheres]] at enemies, up to three times per day. They also have items of [[Dispel Magic]] to mass-counter attacks from mages (CL 7, up to 10 times per caster).<br />
<br />
{{Stat Block 2<br />
|name=Major Incarnator|cr=7<br />
|sex=Male |race=[[Human]] |clvl=[[Incarnator (3.5e Class)|Incarnator]] 7<br />
|al=[[Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=10 |touch=10 |flat=10<br />
|hp=69 |hd=7<br />
|fort=+7 |ref=+2 |will=+5<br />
|spd=30 ft. (6 squares)<br />
|bab=+3 |grp=+3<br />
|str=10 |dex=14 |con=14 |int=18 |wis=10 |cha=10<br />
|sa=Turning 7/day<br />
|sq=Deathless Metamorphosis, Construct Metamorphosis, 25% Fortification<br />
|feats=Reach Spell, Divine Metamagic (Reach Spell), Empower Spell, Divine Metamagic (Empower Spell)<br />
}}<br />
<br />
These higher-level incarnators provide strong ranged support and buffing. One distributes items of [[Dispel Magic]], another casts Invisibility Sphere for hit-and-runs, and a third protects the Signifer with castings of Shield and Greater Mage armor. All also cast Orb of Force against strong enemies (dealing 7d6 damage with a ranged touch attack, empowered twice a day), or Acid Breath against groups of enemies. For large battles they all buff up with Fly.<br />
<br />
{{Stat Block 2<br />
|name=Mechanus Sniper|cr=7<br />
|sex=Male |race=[[Human]] |clvl=[[Mechanus Knight (3.5e Class)|Mechanus Knight]] 7<br />
|al=[[Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+3 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=20 |touch=10 |flat=20<br />
|hp=72 |hd=7<br />
|fort=+8 |ref=+5 |will=+2<br />
|spd=30 ft. (6 squares)<br />
|ranged1=+3 Rocket Lance (60 ft) +16 (2d8+6/x3)<br />
|bab=+7 |grp=+8<br />
|str=12 |dex=16 |con=16 |int=16 |wis=10 |cha=10<br />
|sa=Artificer's Weapon, Rocket Lance, Fuel Lines<br />
|feats=Rapid Reload, Point Blank Shot, Far Shot<br />
}}<br />
<br />
Snipers fire Rocket Lances to take out priority targets. In their six available spell slots, they prepare Hunter's Mercy six times. Cast as a standard action, this allows them to automatically have a critical threat against any enemy they wish to take down.<br />
<br />
{{Stat Block 2<br />
|name=Signifer|cr=16<br />
|sex=Male |race=[[Human]] |clvl=[[Incarnator (3.5e Class)|Incarnator]] 11, [[Mechanus_Signifer_(3.5e_Prestige_Class)|Mechanus Signifer 5]]<br />
|al=[[Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+4 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=24 |touch=10 |flat=23<br />
|hp=69 |hd=16<br />
|fort=+16 |ref=+11 |will=+14<br />
|spd=30 ft. (6 squares)<br />
|bab=+3 |grp=+3<br />
|str=10 |dex=14 |con=14 |int=18 |wis=10 |cha=10<br />
|sa=Turning 7/day, Elemental Surge, Fulminata 2/day, Rallying Spell 5/day <br />
|sq=Deathless Metamorphosis, Construct Metamorphosis, Undead Metamorphosis, Elemental Metamorphosis, 25% Fortification, Rallying Flag<br />
|poss=Scorching Gaze, Hands of Flame, Bone Plating<br />
|feats=Extend Spell, Persistent Spell, Divine Metamagic (Persistent Spell), Divine Spell Power, <br />
}}<br />
<br />
The Signifer is the core of the century - without him, it would be much, much less effective, and likely fall apart. He has a number of defensive abilities to complement his continual use of buffs for the entire century.<br />
<br />
''Elemental Surge:'' The Signifer invokes the power of his elemental nature as an immediate action, gaining one of the following for 11 rounds:<br />
*+10 to Reflex and Initiative<br />
*DR 4/-<br />
*+25 base land speed<br />
*60 foot swim speed.<br />
He may activate this once for each ability each day.<br />
<br />
''Fulminata:'' The Signifer can invoke the power of his flag twice per day, making all allies within 100 feet attack as if using Keen Shocking Burst weapons for 1 round.<br />
<br />
''Rallying Spell:'' The Signifer can modify a spell to affect all allies within 100 feet five times per day.<br />
<br />
''Rallying Flag:'' Allies within 100 feet of the Signifer gain +2d6 electric damage to all attacks.<br />
<br />
The Signifer generally will cast a Persistent Lawful Sword on all allies, giving them +5 weapons which deal an additional 2d6 damage against chaotic enemies, as well as emitting a Circle of Protection against Chaos. Depending on the situation, he might also cast the following spells:<br />
*Lightning Leap on all allies, teleporting them 60 feet in a line and dealing 15d6 damage as if a Lightning Bolt<br />
*Bite of the Werewolf on all allies, giving them +2 strength, +4 dexterity, +4 constitution and +4 natural armor, as well as a bite attack for 1d6.<br />
*Fly, Swift on all allies, granting them a 60 foot fly speed for one round. This can be Persisted if needed.<br />
*Faith Healing on all allies, healing them for 13.<br />
<br />
The century consists of 34 infantry, 16 [[lantern archon|lantern archons]], 12 archers, 12 minor Incarnators, 3 major Incarnators, 2 snipers, 1 Signifer, fitting within an 8x8 square with the lantern archons floating above.<br />
<br />
----<br />
Back to [[Main Page]] &amp;rarr; [[3.5e Homebrew]] &amp;rarr; [[3.5e NPCs|NPCs]] &amp;rarr; [[3.5e CR 18 NPCs|CR 18]]&lt;br/&gt;<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:NPC]]<br />
[[Category:CR 18]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Human Subtype]]<br />
[[Category:Lawful Alignment]]<br />
[[Category:Neutral (Good-Evil) Alignment]]</div>R2d2gohttp://www.dandwiki.com/wiki/User_talk:Blue_DragonUser talk:Blue Dragon2014-11-04T22:04:28Z<p>R2d2go: </p>
<hr />
<div>{{Archives<br />
|label1= Archive 1 (Discussions 1 &amp;ndash; 30)<br />
|label2= Archive 2 (Discussions 31 &amp;ndash; 60)<br />
|label3= Archive 3 (Discussions 61 &amp;ndash; 90)<br />
|label4= Archive 4 (Discussions 91 &amp;ndash; 159)<br />
|label5= Archive 5 (Discussions 160 &amp;ndash; 185)<br />
}}<br />
<br />
==Puzzle Glitch/Request for Exemption==<br />
<br />
Same problem as below (Puzzle Glitch), but on a laptop. The puzzle completes (strangely, most of the time in well under 20 seconds, with weirdly low number results, sometimes in the thousands), I press save, and it simply redirects me to the edit page. I fairly recently made another page, so I'm not sure why it's not working. If I could get an exemption or another solution, that'd be great. --[[User:R2d2go|R2d2go]] ([[User talk:R2d2go|talk]]) 23:04, 3 November 2014 (MST)<br />
:Weirdly enough, I used the audio Captcha and it worked, so nevermind I guess? --[[User:R2d2go|R2d2go]] ([[User talk:R2d2go|talk]]) 15:04, 4 November 2014 (MST)<br />
<br />
==Puzzle Glitch==<br />
<br />
My iphone cannot create new pages. I complete the puzzles fine, but it just reloads the edit page with no error messages and the puzzles refreshed. Is there a fix? If not, can I please have an exception? Most of my online access is via mobile device, and going home to log on to my computer just to make a page for later is frustrating.<br />
:Sorry for the late reply, I didn't see this until now. I have made an exemption for you. Please let me know if you continue to have to perform the proof of work. Thanks, &amp;mdash; &lt;span style=&quot;color:#002137;&quot;&gt;[[User:Blue Dragon|Blue Dragon]] &lt;small&gt; ([[User_talk:Blue Dragon|talk]])&lt;/small&gt;&lt;/span&gt; 18:29, 31 October 2014 (MDT)<br />
<br />
==Request for Puzzle Exemption==<br />
<br />
Not sure if im asking for this in the right way but ya. I am doing a lot of editing to the fallout wiki (adding missing perks, making a ful campaign, finishing mob stats, etc) and it is taking over 600 seconds for each puzzle, making it pain staking to make even minor edits and such.<br />
<br />
:Hi Kangeburu, it is appropriate and you are asking in the correct way. I've made an exception for you. Please let me know if you continue to need to search for the puzzle. Thanks, &amp;mdash; &lt;span style=&quot;color:#002137;&quot;&gt;[[User:Blue Dragon|Blue Dragon]] &lt;small&gt; ([[User_talk:Blue Dragon|talk]])&lt;/small&gt;&lt;/span&gt; 18:26, 5 October 2014 (MDT)<br />
<br />
== Request for Puzzle Exemption ==<br />
Starting to get puzzles going over 1 million, sometimes not solving at all. --[[User:Elohim|Elohim]] ([[User talk:Elohim|talk]]) 18:32, 30 July 2014 (MDT)<br />
<br />
:Hi Elohim, I've made an exception for your account. Please let me know if you continue to need to solve the puzzle. Thanks, &amp;mdash; &lt;span style=&quot;color:#002137;&quot;&gt;[[User:Blue Dragon|Blue Dragon]] &lt;small&gt; ([[User_talk:Blue Dragon|talk]])&lt;/small&gt;&lt;/span&gt; 08:45, 3 August 2014 (MDT)<br />
<br />
== Request for Puzzle Exemption ==<br />
I have been trying to create an account but having problems with the puzzles. My computer can solve the puzzle but i keep getting the error for the captcha and am totally confused.<br />
My username is Icequellsith and my email is undeadned@hotmail.com if you can send me the password there<br />
<br />
Can you help, many thanks<br />
<br />
:Hi, I made an exception for your IP addresses ending in 36 and 67. Please let me know if you continue to have to do the captcha. Thanks, &amp;mdash; &lt;span style=&quot;color:#002137;&quot;&gt;[[User:Blue Dragon|Blue Dragon]] &lt;small&gt; ([[User_talk:Blue Dragon|talk]])&lt;/small&gt;&lt;/span&gt; 08:02, 6 July 2014 (MDT)<br />
<br />
== Request for Puzzle Exemption ==<br />
When I created my account (archon86) the puzzle took 7.4 seconds to solve. However, any time I try to post I get a &quot;keep running this script&quot; error and in 5 attempts it has not solved in ~3 minutes. (6/10/14)<br />
<br />
Specifically, I was hoping to post a few items to the 4e Homebrew section, including a crazy detailed disease I used. (6/12/14 update)<br />
:Hi Archon86, I've made an exception for you. Please let me know if you continue to go through the process. Thanks, &amp;mdash; &lt;span style=&quot;color:#002137;&quot;&gt;[[User:Blue Dragon|Blue Dragon]] &lt;small&gt; ([[User_talk:Blue Dragon|talk]])&lt;/small&gt;&lt;/span&gt; 18:07, 12 June 2014 (MDT)<br />
<br />
== Request for Puzzle Exemption ==<br />
My Account name is Rockjockey, and I have an older Linux laptop which cannot finish the puzzle in a timely fashion (under 15 minutes). I politely request an exemption to this bothersome system. Much appreciated.<br />
<br />
:I've made an exception for you. Please let me know if you continue to have to go through the process. Thanks, &amp;mdash; &lt;span style=&quot;color:#002137;&quot;&gt;[[User:Blue Dragon|Blue Dragon]] &lt;small&gt; ([[User_talk:Blue Dragon|talk]])&lt;/small&gt;&lt;/span&gt; 19:41, 28 May 2014 (MDT)<br />
<br />
== Request for Puzzle Exemption ==<br />
My computer is often taking more than a minute to solve the puzzle, and breaks the pages and gives my &quot;website is offline&quot; type errors when I do so (at least it seems not to lose my edits when it does so). It'd be great if I didn't need jump through that extra hoop. Thanks! [[User:Zau|Zau]] ([[User talk:Zau|talk]]) 23:25, 26 May 2014 (MDT)<br />
<br />
:I've made an exception for you. Please let me know if you continue to have to go through the process. Thanks, &amp;mdash; &lt;span style=&quot;color:#002137;&quot;&gt;[[User:Blue Dragon|Blue Dragon]] &lt;small&gt; ([[User_talk:Blue Dragon|talk]])&lt;/small&gt;&lt;/span&gt; 19:42, 28 May 2014 (MDT)<br />
<br />
== Request for exemption/help for &quot;Puzzle&quot; in account creation ==<br />
<br />
it takes over ten minutes for the &quot;puzzle&quot; to finish and afterwards it says that the captcha was either wrong or missing. just want some help resolving this.(im thinking that its probably a problem similar to &quot;Request for Exemption for New Account Puzzle&quot; two entries down)<br />
<br />
:Hi, an exemption has been added for you. Please let me know if you have any more problems. Thanks! &amp;mdash; &lt;span style=&quot;color:#002137;&quot;&gt;[[User:Blue Dragon|Blue Dragon]] &lt;small&gt; ([[User_talk:Blue Dragon|talk]])&lt;/small&gt;&lt;/span&gt; 07:18, 18 May 2014 (MDT)<br />
<br />
== Request for exemption from the computer search and captcha redirect ==<br />
<br />
Blue Dragon, I'm working on a massive page for my campaign [[Dominaria (3.5e Campaign Setting)|Dominaria]] and I'm just getting into the swing of including a lot of links (some of which link outside D&amp;D wiki). Also I am about to go on leave and will be uploading maps as I'm able to produce them which I'm pretty sure takes you to a redirect. In any case, I'm working a lot on this wiki and I get sent to the redirect enough that it's becoming a bother. What would I need to do to get an exemption?<br />
<br />
Also as an aside, I've always wanted to be an admin but really never had the time. What is a section of D&amp;D wiki that I could focus time into and help out? <br />
<br />
Thanks! --[[User:Ixidor|Ixidor]] ([[User talk:Ixidor|talk]]) 21:22, 18 December 2013 (MST)<br />
:Hi Ixidor, I've added you to the exemption list. Please let me know if you're still required to perform the proof-of-work. Thanks! &amp;mdash; &lt;span style=&quot;color:#002137;&quot;&gt;[[User:Blue Dragon|Blue Dragon]] &lt;small&gt; ([[User_talk:Blue Dragon|talk]])&lt;/small&gt;&lt;/span&gt; 23:05, 19 December 2013 (MST)<br />
::Thank you a lot! It now works fine. --[[User:Ixidor|Ixidor]] ([[User talk:Ixidor|talk]]) 18:08, 27 December 2013 (MST)<br />
<br />
== Request for Exemption for New Account Puzzle ==<br />
<br />
I am having trouble trying to get an account on this wiki. After I fill in the required fields, I click the &quot;Begin Puzzle Search&quot; button and after a few minute it gives me a number, which I believe to be the solution to the puzzle, but when I click register it says I didn't input it correctly. If an exemption won't fix this, would be so kind as to tell me what I'm doing incorrectly.<br />
:I've added a temporary exemption for the IP address that made your edits. Please let me know if you run into any more problems registering. Thanks! &amp;mdash; &lt;span style=&quot;color:#002137;&quot;&gt;[[User:Blue Dragon|Blue Dragon]] &lt;small&gt; ([[User_talk:Blue Dragon|talk]])&lt;/small&gt;&lt;/span&gt; 09:06, 28 December 2013 (MST)<br />
It worked! Thank you.<br />
<br />
== 'nother format changing update ==<br />
I've noticed recently that things like [[Template:SRD Feat Breadcrumb]] and other similar articles have changed in that &quot;&lt;nowiki&gt; &amp;rarr; &lt;/nowiki&gt;&quot; makes some real weird &lt;nowiki&gt;&lt;pre&gt;&lt;/pre&gt;&lt;/nowiki&gt;-like format, rather than just an arrow. I assume this is the product of some wiki update, so is this a thing we can fix without editing all articles with a &lt;nowiki&gt; &amp;rarr; &lt;/nowiki&gt; error? Thanksa-kindly. --[[User:SgtLion|SgtLion]] ([[User talk:SgtLion|talk]]) 04:53, 12 January 2014 (MST)<br />
:I seem to have fixed it by removing the whitespace. For some reason the transculsion thought there was a newline then whitespace (which makes that indented block). [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 05:44, 12 January 2014 (MST)<br />
<br />
== 'Tawny' Unable to use account ==<br />
Bleh, a second thing in one day. A friend o' mine made an account called 'Tawny' in the past couple days. For some reason, though, whenever she logs into her account, from any IP, she just gets a white screen instead of dandwiki. Other accounts she makes and as an IP she can log in use the site fine. I can't see any kind of block log, or anythin' that would indicate what is going on. Any assistance would be dandy --[[User:SgtLion|SgtLion]] ([[User talk:SgtLion|talk]]) 10:31, 12 January 2014 (MST)<br />
<br />
:Hi SgtLion, sorry for not noticing this post sooner. The problem is that the Tawny account was set to use the skin &quot;standard&quot; which is not rendering at the moment. I unset this preference and removed the broken skins---she should be able to log in again. Please let me know if there are any more problems. Thanks, &amp;mdash; &lt;span style=&quot;color:#002137;&quot;&gt;[[User:Blue Dragon|Blue Dragon]] &lt;small&gt; ([[User_talk:Blue Dragon|talk]])&lt;/small&gt;&lt;/span&gt; 09:42, 19 January 2014 (MST)<br />
<br />
== Request for exemption ==<br />
<br />
The new puzzle thing is apparently too complex for my toaster to handle, and it just sit there and goes on forever trying to solve the puzzle before crashing. Could I please get an exemption? --[[User:Salasay|&lt;span style=&quot;color: #003300; text-decoration: line-through;&quot;&gt;Salasay&lt;/span&gt;]] [[User talk:Salasay|&lt;span style=&quot;color: #003300;&quot;&gt;&amp;Delta;&lt;/span&gt;]] 16:49, 13 January 2014 (MST)<br />
<br />
:It also makes me do the puzzle thing on ramdom edits that definitely didn't have external links in them. --[[User:Salasay|&lt;span style=&quot;color: #003300; text-decoration: line-through;&quot;&gt;Salasay&lt;/span&gt;]] [[User talk:Salasay|&lt;span style=&quot;color: #003300;&quot;&gt;&amp;Delta;&lt;/span&gt;]] 22:40, 18 January 2014 (MST)<br />
<br />
::Hi Salasay, I've made an exception for you. Please let me know if you continue to get the challenges. Thanks, &amp;mdash; &lt;span style=&quot;color:#002137;&quot;&gt;[[User:Blue Dragon|Blue Dragon]] &lt;small&gt; ([[User_talk:Blue Dragon|talk]])&lt;/small&gt;&lt;/span&gt; 09:27, 19 January 2014 (MST)<br />
<br />
== Can't create account. ==<br />
<br />
Hi Blue Dragon, I'm having the same problem that someone else on the discussion had, namely that I can't create an account because it keeps saying that the capcha code or whatever was incorrect or missing, even though I wait for the puzzle search to finish. would like to get an exemption, thanks.<br />
<br />
:I've made an exception for your IP. Please let me know if you have any more problems. Thanks! &amp;mdash; &lt;span style=&quot;color:#002137;&quot;&gt;[[User:Blue Dragon|Blue Dragon]] &lt;small&gt; ([[User_talk:Blue Dragon|talk]])&lt;/small&gt;&lt;/span&gt; 18:20, 28 January 2014 (MST)<br />
<br />
== Email issue ==<br />
<br />
Blue Dragon, I can't get a confirmation email to my email account. D&amp;D wiki is actually displaying a message saying that sending failed and that my email account is invalid. I am 100% certain my email is correct. http://www.dandwiki.com/wiki/User:Danielwpeer<br />
<br />
:Thanks for letting me know about this---I likely would have seen this sooner ... if email was working! I will try to get it figured out tonight. &amp;mdash; &lt;span style=&quot;color:#002137;&quot;&gt;[[User:Blue Dragon|Blue Dragon]] &lt;small&gt; ([[User_talk:Blue Dragon|talk]])&lt;/small&gt;&lt;/span&gt; 08:23, 15 May 2014 (MDT)<br />
<br />
::Hi Danielwpeer, I believe I have fixed it. Can you try again now? Thanks! &amp;mdash; &lt;span style=&quot;color:#002137;&quot;&gt;[[User:Blue Dragon|Blue Dragon]] &lt;small&gt; ([[User_talk:Blue Dragon|talk]])&lt;/small&gt;&lt;/span&gt; 18:03, 15 May 2014 (MDT)<br />
<br />
== Wiki problems==<br />
Hi Blue Dragon, all this week I have been regularly getting &quot;Error 524: A timeout occurred&quot; on the wiki. It happens every 10 minutes or so, and locks me out for about 1 minute.<br />
<br />
I also couldn't email you through the wiki, I got an error &quot;Unknown error in PHP's mail() function.&quot; [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:26, 9 May 2014 (MDT)<br />
<br />
:I'll look into this as well tonight and try to figure out what's going on. Chances are I'm not running enough PHP threads. &amp;mdash; &lt;span style=&quot;color:#002137;&quot;&gt;[[User:Blue Dragon|Blue Dragon]] &lt;small&gt; ([[User_talk:Blue Dragon|talk]])&lt;/small&gt;&lt;/span&gt; 08:23, 15 May 2014 (MDT)<br />
<br />
::I've changed some settings. Could you let me know if it continues to happen? &amp;mdash; &lt;span style=&quot;color:#002137;&quot;&gt;[[User:Blue Dragon|Blue Dragon]] &lt;small&gt; ([[User_talk:Blue Dragon|talk]])&lt;/small&gt;&lt;/span&gt; 18:06, 15 May 2014 (MDT)<br />
<br />
I'm still getting frequent Error 524. This one: https://support.cloudflare.com/hc/en-us/articles/200171926-Error-524 [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 09:57, 25 May 2014 (MDT)<br />
<br />
:Hi Marasmusine, I've added a bit more caching everywhere. Please let me know if this helps solve your problems. Thanks! &amp;mdash; &lt;span style=&quot;color:#002137;&quot;&gt;[[User:Blue Dragon|Blue Dragon]] &lt;small&gt; ([[User_talk:Blue Dragon|talk]])&lt;/small&gt;&lt;/span&gt; 20:23, 28 May 2014 (MDT)<br />
<br />
::Hi, sorry to bring up another wiki problem. Although the Error 524 message went away, I started getting a different error message instead. This now happens every time I make an edit: When I press &quot;save page&quot; there is a delay of about 1 minute then I get &quot;Error 503 Service Unavailable / Service Unavailable / Guru Meditation: / XID: 1130186661 / Varnish cache server&quot;. Reloading the page sometimes works, sometimes it gives me an edit conflict. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 00:53, 1 July 2014 (MDT)<br />
<br />
:::Thanks for letting me know about this. It should not be timing out anymore. However, it may still take some time to complete the edit---I'll continue looking into that. Please let me know if you continue to get 503 errors (or any other annoying problems). Thanks, &amp;mdash; &lt;span style=&quot;color:#002137;&quot;&gt;[[User:Blue Dragon|Blue Dragon]] &lt;small&gt; ([[User_talk:Blue Dragon|talk]])&lt;/small&gt;&lt;/span&gt; 08:26, 4 July 2014 (MDT)<br />
<br />
== Hover Text ==<br />
<br />
On Wikipedia, there is a template for &quot;Hover Text&quot; ([http://en.wikipedia.org/wiki/Template:H:title here]) which i think would be neat to have on the wiki so that hombrewers can put notes in the text to clarify things without cluttering up the text. It would have to be changed to default to no link, and maybe show up &lt;span style=&quot;color: #007700;&quot;&gt;green&lt;/span&gt; or &lt;span style=&quot;color: #007777;&quot;&gt;teal&lt;/span&gt; instead of dotted. do you think you could add that? --[[User:Salasay|&lt;span style=&quot;color: #007700; text-decoration: line-through;&quot;&gt;Salasay&lt;/span&gt;]] [[User talk:Salasay|&lt;span style=&quot;color: #003300;&quot;&gt;&amp;Delta;&lt;/span&gt;]] 18:42, 18 May 2014 (MDT)<br />
<br />
:Hi Salasay, I added that page to the wiki. Let me know if that helps. Thanks, &amp;mdash; &lt;span style=&quot;color:#002137;&quot;&gt;[[User:Blue Dragon|Blue Dragon]] &lt;small&gt; ([[User_talk:Blue Dragon|talk]])&lt;/small&gt;&lt;/span&gt; 14:53, 23 May 2014 (MDT)<br />
<br />
:Thank you, that will be very useful. I have a request. Would it be possible to make the text automatically &lt;span style=&quot;color: #007777;&quot;&gt;teal&lt;/span&gt;, so as to make it stick out more (with just the dotted, it would look like just a fancy underline.) Thank you again. --[[User:Salasay|&lt;span style=&quot;color: #006600; text-decoration: line-through;&quot;&gt;Salasay&lt;/span&gt;]] [[User talk:Salasay|&lt;span style=&quot;color: #006600;&quot;&gt;&amp;Delta;&lt;/span&gt;]] 20:08, 23 May 2014 (MDT)<br />
<br />
::They should be teal now. Let me know if you want anything else changed! Thanks, &amp;mdash; &lt;span style=&quot;color:#002137;&quot;&gt;[[User:Blue Dragon|Blue Dragon]] &lt;small&gt; ([[User_talk:Blue Dragon|talk]])&lt;/small&gt;&lt;/span&gt; 12:07, 24 May 2014 (MDT)<br />
<br />
:::Thank you, that's perfect. --[[User:Salasay|&lt;span style=&quot;color: #006600; text-decoration: line-through;&quot;&gt;Salasay&lt;/span&gt;]] [[User talk:Salasay|&lt;span style=&quot;color: #006600;&quot;&gt;&amp;Delta;&lt;/span&gt;]] 08:09, 25 May 2014 (MDT)<br />
<br />
== Another day, Another weird problem. ==<br />
<br />
Hi, today my edits are not actually appearing in the page. For example, [[Cadmian (4e Race)]] does not show [http://www.dandwiki.com/w/index.php?title=Cadmians_%284e_Race%29&amp;diff=666443&amp;oldid=666408 these edits]. I've tried refreshing the page. It's strange. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 05:50, 6 June 2014 (MDT)<br />
<br />
:I have told Blue Dragon about this problem, which I assume is the same one on [[User talk:Green Dragon#Artificer]] and me mentioned that he is looking into it. It's ''really'' annoying me I can say. His update: &quot;... seems like a problem with the cache not accepting &quot;PURGE&quot; requests.&quot; --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 13:02, 6 June 2014 (MDT)<br />
<br />
::I believe I've fixed it now. Please let me know if it continues to happen (after clearing your browser cache). Thanks, &amp;mdash; &lt;span style=&quot;color:#002137;&quot;&gt;[[User:Blue Dragon|Blue Dragon]] &lt;small&gt; ([[User_talk:Blue Dragon|talk]])&lt;/small&gt;&lt;/span&gt; 15:33, 6 June 2014 (MDT)<br />
<br />
== New Account Puzzle Exemption Request ==<br />
<br />
Hoy. I'm pretty well known on [https://en.wikipedia.org/wiki/User:Zellfaze English Wikipedia] (over 4,000 edits across all Wikimedia Foundation projects) and I'd like to be exempt from the CAPTCHA if at all possible and added to the Autoconfirmed usergroup. I think I qualify as one of those people who won't cause trouble. [[User:Zellfaze|Zell Faze]] ([[User talk:Zellfaze|talk]]) 16:41, 21 July 2014 (MDT)<br />
<br />
:Hi Zellfaze, you have been added to the exception list. Please let me know if you continue to have to perform the proof of work puzzle. Thanks, &amp;mdash; &lt;span style=&quot;color:#002137;&quot;&gt;[[User:Blue Dragon|Blue Dragon]] &lt;small&gt; ([[User_talk:Blue Dragon|talk]])&lt;/small&gt;&lt;/span&gt; 17:46, 21 July 2014 (MDT)<br />
<br />
== Puzzle Exemption Request == <br />
I hadn't edited since this feature was added, but have been editing since 06 (i think, 07 at the latest if not). Would like an exemption. {{User:Hooper/autosig2}} 17:27, 25 August 2014 (MDT)<br />
:Hi Hooper, I've made an exception for you. Please let me know if you run into any problems. Thanks! &amp;mdash; &lt;span style=&quot;color:#002137;&quot;&gt;[[User:Blue Dragon|Blue Dragon]] &lt;small&gt; ([[User_talk:Blue Dragon|talk]])&lt;/small&gt;&lt;/span&gt; 16:59, 27 August 2014 (MDT)<br />
<br />
== Request for Puzzle Exemption ==<br />
<br />
Hello, Blue Dragon! I used to go by Joba Tett, but made a new account on here to continue work on the Fallout d20 campaign setting. I'm sorry you've been getting tons of spam, but it'd help me out of you exempted me from the puzzle. For now, I will just edit previous work of mine (balancing and stuff) until I am exempted :) Thanks!<br />
:Hi GamerAim, I've made an exemption for you. Please let me know if you continue to have to do the puzzle. Thanks! &amp;mdash; &lt;span style=&quot;color:#002137;&quot;&gt;[[User:Blue Dragon|Blue Dragon]] &lt;small&gt; ([[User_talk:Blue Dragon|talk]])&lt;/small&gt;&lt;/span&gt; 19:47, 2 October 2014 (MDT)<br />
<br />
==Request for Puzzle Exemption==<br />
Hello Blue Dragon. I don't mean to impose, but I've been making a lot of subtle adjustments to and balancing out a class I made and although my computer is handling the puzzles fine, it still takes an average of a minute to get through even the most minor edit which is starting to become a tad irritating. As such I was wondering if I might be able to have an exemption from the puzzle. Thank you for your time, Ruethgar.<br />
<br />
:Hi Ruethgar, thank you for the contact. Your request is completely appropriate. I have added you to the exemption list---please let me know if you continue to have to perform the puzzle. Thanks! &amp;mdash; &lt;span style=&quot;color:#002137;&quot;&gt;[[User:Blue Dragon|Blue Dragon]] &lt;small&gt; ([[User_talk:Blue Dragon|talk]])&lt;/small&gt;&lt;/span&gt; 18:16, 6 October 2014 (MDT)<br />
<br />
== Request for Puzzle Exemption ==<br />
<br />
This is chickenbutt935, please exempt my puzzle, I need to get to my next class. thanks</div>R2d2gohttp://www.dandwiki.com/wiki/Fulminata_Century_(3.5e_NPC)Fulminata Century (3.5e NPC)2014-11-04T22:02:53Z<p>R2d2go: Created page with &quot;{{Stat Block 2 |name=Legion Infantry|cr=3 |sex=Male |race=Human |clvl=Mechanus Knight 3 |al=LN |size=Medium |type=[...&quot;</p>
<hr />
<div>{{Stat Block 2<br />
|name=Legion Infantry|cr=3<br />
|sex=Male |race=[[Human]] |clvl=[[Mechanus Knight (3.5e Class)|Mechanus Knight]] 3<br />
|al=[[Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2<br />
|lang=Common<br />
|ac=26 |touch=10 |flat=26 |acmods=+10 armor, +4 shield<br />
|hp=31 |hd=1<br />
|fort=+5 |ref=+1 |will=+1<br />
|spd=20 ft. (4 squares)<br />
|melee1=+2 Kusarigama +2 (1d8+4/19&amp;ndash;20)<br />
|bab=+3 |grp=+5<br />
|str=14 |dex=14 |con=14 |int=10 |wis=10 |cha=10<br />
|feats=Shield Wall, Combat Reflexes, Exotic Weapon Proficiency (Kusarigama)<br />
|poss=[[Tower Shield]], [[Mechanus_Gear_(3.5e_Equipment)|Mechanus Gear]], Kusarigama<br />
}}<br />
<br />
Legion Infantry protect the other members of their century, making attacks of opportunity as enemies approach. If they break formation, they lose a +2 bonus to armor class.<br />
<br />
{{Stat Block 2<br />
|name=Legion Archer|cr=3<br />
|sex=Male |race=[[Human]] |clvl=[[Mechanus Knight (3.5e Class)|Mechanus Knight]] 1<br />
|al=[[Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2<br />
|lang=Common<br />
|ac=20 |touch=10 |flat=17 |acmods=+10 armor<br />
|hp=28 |hd=3<br />
|fort=+4 |ref=+3 |will=+1<br />
|spd=20 ft. (4 squares)<br />
|ranged1=+2 [[Composite Longbow]] (100 ft) +4 (1d8+4/19&amp;ndash;20)<br />
|ranged2=Boomstick (40 ft) +4 (4d6/19&amp;ndash;20)<br />
|bab=+3 |grp=+5<br />
|str=14 |dex=14 |con=12 |int=10 |wis=10 |cha=10<br />
|feats=Point Blank Shot, Rapid Shot, Far Shot<br />
|poss=[[Mechanus_Gear_(3.5e_Equipment)|Mechanus Gear]], [[Composite Longbow]]<br />
}}<br />
<br />
Legion archers fire arrows at distant enemies until they reach slightly more than 100 feet away (within 3 range increments of Boomstick), then switch to their Boomstick and fire that instead.<br />
<br />
{{Stat Block 2<br />
|name=Minor Incarnator|cr=3<br />
|sex=Male |race=[[Human]] |clvl=[[Incarnator (3.5e Class)|Incarnator]] 1<br />
|al=[[Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+0<br />
|lang=Common<br />
|ac=10 |touch=10 |flat=10<br />
|hp=20 |hd=3<br />
|fort=+4 |ref=+0 |will=+0<br />
|spd=30 ft. (6 squares)<br />
|bab=+1 |grp=+1<br />
|str=10 |dex=10 |con=12 |int=16 |wis=10 |cha=10<br />
|sa=Turning 6/day<br />
|sq=Deathless Metamorphosis<br />
|feats=Reach Spell, Divine Metamagic (Reach Spell), Empower Spell<br />
}}<br />
<br />
Legion Incarnators learn the spell Faith Healing to support their front lines, healing them for 11 hit points, up to six times a day (and twice at a range of 30 feet). Other than that, they will occasionally throw [[Acid Arrow|Acid Arrows]] or [[Flaming Sphere|Flaming Spheres]] at enemies, up to three times per day. They also have items of [[Dispel Magic]] to mass-counter attacks from mages (CL 7, up to 10 times per caster).<br />
<br />
{{Stat Block 2<br />
|name=Major Incarnator|cr=7<br />
|sex=Male |race=[[Human]] |clvl=[[Incarnator (3.5e Class)|Incarnator]] 7<br />
|al=[[Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2<br />
|lang=Common<br />
|ac=10 |touch=10 |flat=10<br />
|hp=69 |hd=7<br />
|fort=+7 |ref=+2 |will=+5<br />
|spd=30 ft. (6 squares)<br />
|bab=+3 |grp=+3<br />
|str=10 |dex=14 |con=14 |int=18 |wis=10 |cha=10<br />
|sa=Turning 7/day<br />
|sq=Deathless Metamorphosis, Construct Metamorphosis, 25% Fortification<br />
|feats=Reach Spell, Divine Metamagic (Reach Spell), Empower Spell, Divine Metamagic (Empower Spell)<br />
}}<br />
<br />
These higher-level incarnators provide strong ranged support and buffing. One distributes items of [[Dispel Magic]], another casts Invisibility Sphere for hit-and-runs, and a third protects the Signifer with castings of Shield and Greater Mage armor. All also cast Orb of Force against strong enemies (dealing 7d6 damage with a ranged touch attack, empowered twice a day), or Acid Breath against groups of enemies. For large battles they all buff up with Fly.<br />
<br />
{{Stat Block 2<br />
|name=Mechanus Sniper|cr=7<br />
|sex=Male |race=[[Human]] |clvl=[[Mechanus Knight (3.5e Class)|Mechanus Knight]] 7<br />
|al=[[Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+3<br />
|lang=Common<br />
|ac=20 |touch=10 |flat=20<br />
|hp=72 |hd=7<br />
|fort=+8 |ref=+5 |will=+2<br />
|spd=30 ft. (6 squares)<br />
|ranged1=+3 Rocket Lance (60 ft) +16 (2d8+6/x3)<br />
|bab=+7 |grp=+8<br />
|str=12 |dex=16 |con=16 |int=16 |wis=10 |cha=10<br />
|sa=Artificer's Weapon, Rocket Lance, Fuel Lines<br />
|feats=Rapid Reload, Point Blank Shot, Far Shot<br />
}}<br />
<br />
Snipers fire Rocket Lances to take out priority targets. In their six available spell slots, they prepare Hunter's Mercy six times. Cast as a standard action, this allows them to automatically have a critical threat against any enemy they wish to take down.<br />
<br />
{{Stat Block 2<br />
|name=Signifer|cr=16<br />
|sex=Male |race=[[Human]] |clvl=[[Incarnator (3.5e Class)|Incarnator]] 11, [[Mechanus_Signifer_(3.5e_Prestige_Class)|Mechanus Signifer 5]]<br />
|al=[[Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+4<br />
|lang=Common<br />
|ac=24 |touch=10 |flat=23<br />
|hp=69 |hd=16<br />
|fort=+16 |ref=+11 |will=+14<br />
|spd=30 ft. (6 squares)<br />
|bab=+3 |grp=+3<br />
|str=10 |dex=14 |con=14 |int=18 |wis=10 |cha=10<br />
|sa=Turning 7/day, Elemental Surge, Fulminata 2/day, Rallying Spell 5/day <br />
|sq=Deathless Metamorphosis, Construct Metamorphosis, Undead Metamorphosis, Elemental Metamorphosis, 25% Fortification, Rallying Flag<br />
|poss=Scorching Gaze, Hands of Flame, Bone Plating<br />
|feats=Extend Spell, Persistent Spell, Divine Metamagic (Persistent Spell), Divine Spell Power, <br />
}}<br />
<br />
The Signifer is the core of the century - without him, it would be much, much less effective, and likely fall apart. He has a number of defensive abilities to complement his continual use of buffs for the entire century.<br />
<br />
''Elemental Surge:'' The Signifer invokes the power of his elemental nature as an immediate action, gaining one of the following for 11 rounds:<br />
*+10 to Reflex and Initiative<br />
*DR 4/-<br />
*+25 base land speed<br />
*60 foot swim speed.<br />
He may activate this once for each ability each day.<br />
<br />
''Fulminata:'' The Signifer can invoke the power of his flag twice per day, making all allies within 100 feet attack as if using Keen Shocking Burst weapons for 1 round.<br />
<br />
''Rallying Spell:'' The Signifer can modify a spell to affect all allies within 100 feet five times per day.<br />
<br />
''Rallying Flag:'' Allies within 100 feet of the Signifer gain +2d6 electric damage to all attacks.<br />
<br />
The Signifer generally will cast a Persistent Lawful Sword on all allies, giving them +5 weapons which deal an additional 2d6 damage against chaotic enemies, as well as emitting a Circle of Protection against Chaos. Depending on the situation, he might also cast the following spells:<br />
*Lightning Leap on all allies, teleporting them 60 feet in a line and dealing 15d6 damage as if a Lightning Bolt<br />
*Bite of the Werewolf on all allies, giving them +2 strength, +4 dexterity, +4 constitution and +4 natural armor, as well as a bite attack for 1d6.<br />
*Fly, Swift on all allies, granting them a 60 foot fly speed for one round. This can be Persisted if needed.<br />
*Faith Healing on all allies, healing them for 13.<br />
<br />
The century consists of 34 infantry, 16 [[lantern archon|lantern archons]], 12 archers, 12 minor Incarnators, 3 major Incarnators, 2 snipers, 1 Signifer, fitting within an 8x8 square with the lantern archons floating above.<br />
<br />
----<br />
Back to [[Main Page]] &amp;rarr; [[3.5e Homebrew]] &amp;rarr; [[3.5e NPCs|NPCs]] &amp;rarr; [[3.5e CR 18 NPCs|CR 18]]&lt;br/&gt;<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:NPC]]<br />
[[Category:CR 18]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Human Subtype]]<br />
[[Category:Lawful Alignment]]<br />
[[Category:Neutral (Good-Evil) Alignment]]</div>R2d2gohttp://www.dandwiki.com/wiki/User_talk:Blue_DragonUser talk:Blue Dragon2014-11-04T06:04:03Z<p>R2d2go: </p>
<hr />
<div>{{Archives<br />
|label1= Archive 1 (Discussions 1 &amp;ndash; 30)<br />
|label2= Archive 2 (Discussions 31 &amp;ndash; 60)<br />
|label3= Archive 3 (Discussions 61 &amp;ndash; 90)<br />
|label4= Archive 4 (Discussions 91 &amp;ndash; 159)<br />
|label5= Archive 5 (Discussions 160 &amp;ndash; 185)<br />
}}<br />
<br />
==Puzzle Glitch/Request for Exemption==<br />
<br />
Same problem as below (Puzzle Glitch), but on a laptop. The puzzle completes (strangely, most of the time in well under 20 seconds, with weirdly low number results, sometimes in the thousands), I press save, and it simply redirects me to the edit page. I fairly recently made another page, so I'm not sure why it's not working. If I could get an exemption or another solution, that'd be great. --[[User:R2d2go|R2d2go]] ([[User talk:R2d2go|talk]]) 23:04, 3 November 2014 (MST)<br />
<br />
==Puzzle Glitch==<br />
<br />
My iphone cannot create new pages. I complete the puzzles fine, but it just reloads the edit page with no error messages and the puzzles refreshed. Is there a fix? If not, can I please have an exception? Most of my online access is via mobile device, and going home to log on to my computer just to make a page for later is frustrating.<br />
:Sorry for the late reply, I didn't see this until now. I have made an exemption for you. Please let me know if you continue to have to perform the proof of work. Thanks, &amp;mdash; &lt;span style=&quot;color:#002137;&quot;&gt;[[User:Blue Dragon|Blue Dragon]] &lt;small&gt; ([[User_talk:Blue Dragon|talk]])&lt;/small&gt;&lt;/span&gt; 18:29, 31 October 2014 (MDT)<br />
<br />
==Request for Puzzle Exemption==<br />
<br />
Not sure if im asking for this in the right way but ya. I am doing a lot of editing to the fallout wiki (adding missing perks, making a ful campaign, finishing mob stats, etc) and it is taking over 600 seconds for each puzzle, making it pain staking to make even minor edits and such.<br />
<br />
:Hi Kangeburu, it is appropriate and you are asking in the correct way. I've made an exception for you. Please let me know if you continue to need to search for the puzzle. Thanks, &amp;mdash; &lt;span style=&quot;color:#002137;&quot;&gt;[[User:Blue Dragon|Blue Dragon]] &lt;small&gt; ([[User_talk:Blue Dragon|talk]])&lt;/small&gt;&lt;/span&gt; 18:26, 5 October 2014 (MDT)<br />
<br />
== Request for Puzzle Exemption ==<br />
Starting to get puzzles going over 1 million, sometimes not solving at all. --[[User:Elohim|Elohim]] ([[User talk:Elohim|talk]]) 18:32, 30 July 2014 (MDT)<br />
<br />
:Hi Elohim, I've made an exception for your account. Please let me know if you continue to need to solve the puzzle. Thanks, &amp;mdash; &lt;span style=&quot;color:#002137;&quot;&gt;[[User:Blue Dragon|Blue Dragon]] &lt;small&gt; ([[User_talk:Blue Dragon|talk]])&lt;/small&gt;&lt;/span&gt; 08:45, 3 August 2014 (MDT)<br />
<br />
== Request for Puzzle Exemption ==<br />
I have been trying to create an account but having problems with the puzzles. My computer can solve the puzzle but i keep getting the error for the captcha and am totally confused.<br />
My username is Icequellsith and my email is undeadned@hotmail.com if you can send me the password there<br />
<br />
Can you help, many thanks<br />
<br />
:Hi, I made an exception for your IP addresses ending in 36 and 67. Please let me know if you continue to have to do the captcha. Thanks, &amp;mdash; &lt;span style=&quot;color:#002137;&quot;&gt;[[User:Blue Dragon|Blue Dragon]] &lt;small&gt; ([[User_talk:Blue Dragon|talk]])&lt;/small&gt;&lt;/span&gt; 08:02, 6 July 2014 (MDT)<br />
<br />
== Request for Puzzle Exemption ==<br />
When I created my account (archon86) the puzzle took 7.4 seconds to solve. However, any time I try to post I get a &quot;keep running this script&quot; error and in 5 attempts it has not solved in ~3 minutes. (6/10/14)<br />
<br />
Specifically, I was hoping to post a few items to the 4e Homebrew section, including a crazy detailed disease I used. (6/12/14 update)<br />
:Hi Archon86, I've made an exception for you. Please let me know if you continue to go through the process. Thanks, &amp;mdash; &lt;span style=&quot;color:#002137;&quot;&gt;[[User:Blue Dragon|Blue Dragon]] &lt;small&gt; ([[User_talk:Blue Dragon|talk]])&lt;/small&gt;&lt;/span&gt; 18:07, 12 June 2014 (MDT)<br />
<br />
== Request for Puzzle Exemption ==<br />
My Account name is Rockjockey, and I have an older Linux laptop which cannot finish the puzzle in a timely fashion (under 15 minutes). I politely request an exemption to this bothersome system. Much appreciated.<br />
<br />
:I've made an exception for you. Please let me know if you continue to have to go through the process. Thanks, &amp;mdash; &lt;span style=&quot;color:#002137;&quot;&gt;[[User:Blue Dragon|Blue Dragon]] &lt;small&gt; ([[User_talk:Blue Dragon|talk]])&lt;/small&gt;&lt;/span&gt; 19:41, 28 May 2014 (MDT)<br />
<br />
== Request for Puzzle Exemption ==<br />
My computer is often taking more than a minute to solve the puzzle, and breaks the pages and gives my &quot;website is offline&quot; type errors when I do so (at least it seems not to lose my edits when it does so). It'd be great if I didn't need jump through that extra hoop. Thanks! [[User:Zau|Zau]] ([[User talk:Zau|talk]]) 23:25, 26 May 2014 (MDT)<br />
<br />
:I've made an exception for you. Please let me know if you continue to have to go through the process. Thanks, &amp;mdash; &lt;span style=&quot;color:#002137;&quot;&gt;[[User:Blue Dragon|Blue Dragon]] &lt;small&gt; ([[User_talk:Blue Dragon|talk]])&lt;/small&gt;&lt;/span&gt; 19:42, 28 May 2014 (MDT)<br />
<br />
== Request for exemption/help for &quot;Puzzle&quot; in account creation ==<br />
<br />
it takes over ten minutes for the &quot;puzzle&quot; to finish and afterwards it says that the captcha was either wrong or missing. just want some help resolving this.(im thinking that its probably a problem similar to &quot;Request for Exemption for New Account Puzzle&quot; two entries down)<br />
<br />
:Hi, an exemption has been added for you. Please let me know if you have any more problems. Thanks! &amp;mdash; &lt;span style=&quot;color:#002137;&quot;&gt;[[User:Blue Dragon|Blue Dragon]] &lt;small&gt; ([[User_talk:Blue Dragon|talk]])&lt;/small&gt;&lt;/span&gt; 07:18, 18 May 2014 (MDT)<br />
<br />
== Request for exemption from the computer search and captcha redirect ==<br />
<br />
Blue Dragon, I'm working on a massive page for my campaign [[Dominaria (3.5e Campaign Setting)|Dominaria]] and I'm just getting into the swing of including a lot of links (some of which link outside D&amp;D wiki). Also I am about to go on leave and will be uploading maps as I'm able to produce them which I'm pretty sure takes you to a redirect. In any case, I'm working a lot on this wiki and I get sent to the redirect enough that it's becoming a bother. What would I need to do to get an exemption?<br />
<br />
Also as an aside, I've always wanted to be an admin but really never had the time. What is a section of D&amp;D wiki that I could focus time into and help out? <br />
<br />
Thanks! --[[User:Ixidor|Ixidor]] ([[User talk:Ixidor|talk]]) 21:22, 18 December 2013 (MST)<br />
:Hi Ixidor, I've added you to the exemption list. Please let me know if you're still required to perform the proof-of-work. Thanks! &amp;mdash; &lt;span style=&quot;color:#002137;&quot;&gt;[[User:Blue Dragon|Blue Dragon]] &lt;small&gt; ([[User_talk:Blue Dragon|talk]])&lt;/small&gt;&lt;/span&gt; 23:05, 19 December 2013 (MST)<br />
::Thank you a lot! It now works fine. --[[User:Ixidor|Ixidor]] ([[User talk:Ixidor|talk]]) 18:08, 27 December 2013 (MST)<br />
<br />
== Request for Exemption for New Account Puzzle ==<br />
<br />
I am having trouble trying to get an account on this wiki. After I fill in the required fields, I click the &quot;Begin Puzzle Search&quot; button and after a few minute it gives me a number, which I believe to be the solution to the puzzle, but when I click register it says I didn't input it correctly. If an exemption won't fix this, would be so kind as to tell me what I'm doing incorrectly.<br />
:I've added a temporary exemption for the IP address that made your edits. Please let me know if you run into any more problems registering. Thanks! &amp;mdash; &lt;span style=&quot;color:#002137;&quot;&gt;[[User:Blue Dragon|Blue Dragon]] &lt;small&gt; ([[User_talk:Blue Dragon|talk]])&lt;/small&gt;&lt;/span&gt; 09:06, 28 December 2013 (MST)<br />
It worked! Thank you.<br />
<br />
== 'nother format changing update ==<br />
I've noticed recently that things like [[Template:SRD Feat Breadcrumb]] and other similar articles have changed in that &quot;&lt;nowiki&gt; &amp;rarr; &lt;/nowiki&gt;&quot; makes some real weird &lt;nowiki&gt;&lt;pre&gt;&lt;/pre&gt;&lt;/nowiki&gt;-like format, rather than just an arrow. I assume this is the product of some wiki update, so is this a thing we can fix without editing all articles with a &lt;nowiki&gt; &amp;rarr; &lt;/nowiki&gt; error? Thanksa-kindly. --[[User:SgtLion|SgtLion]] ([[User talk:SgtLion|talk]]) 04:53, 12 January 2014 (MST)<br />
:I seem to have fixed it by removing the whitespace. For some reason the transculsion thought there was a newline then whitespace (which makes that indented block). [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 05:44, 12 January 2014 (MST)<br />
<br />
== 'Tawny' Unable to use account ==<br />
Bleh, a second thing in one day. A friend o' mine made an account called 'Tawny' in the past couple days. For some reason, though, whenever she logs into her account, from any IP, she just gets a white screen instead of dandwiki. Other accounts she makes and as an IP she can log in use the site fine. I can't see any kind of block log, or anythin' that would indicate what is going on. Any assistance would be dandy --[[User:SgtLion|SgtLion]] ([[User talk:SgtLion|talk]]) 10:31, 12 January 2014 (MST)<br />
<br />
:Hi SgtLion, sorry for not noticing this post sooner. The problem is that the Tawny account was set to use the skin &quot;standard&quot; which is not rendering at the moment. I unset this preference and removed the broken skins---she should be able to log in again. Please let me know if there are any more problems. Thanks, &amp;mdash; &lt;span style=&quot;color:#002137;&quot;&gt;[[User:Blue Dragon|Blue Dragon]] &lt;small&gt; ([[User_talk:Blue Dragon|talk]])&lt;/small&gt;&lt;/span&gt; 09:42, 19 January 2014 (MST)<br />
<br />
== Request for exemption ==<br />
<br />
The new puzzle thing is apparently too complex for my toaster to handle, and it just sit there and goes on forever trying to solve the puzzle before crashing. Could I please get an exemption? --[[User:Salasay|&lt;span style=&quot;color: #003300; text-decoration: line-through;&quot;&gt;Salasay&lt;/span&gt;]] [[User talk:Salasay|&lt;span style=&quot;color: #003300;&quot;&gt;&amp;Delta;&lt;/span&gt;]] 16:49, 13 January 2014 (MST)<br />
<br />
:It also makes me do the puzzle thing on ramdom edits that definitely didn't have external links in them. --[[User:Salasay|&lt;span style=&quot;color: #003300; text-decoration: line-through;&quot;&gt;Salasay&lt;/span&gt;]] [[User talk:Salasay|&lt;span style=&quot;color: #003300;&quot;&gt;&amp;Delta;&lt;/span&gt;]] 22:40, 18 January 2014 (MST)<br />
<br />
::Hi Salasay, I've made an exception for you. Please let me know if you continue to get the challenges. Thanks, &amp;mdash; &lt;span style=&quot;color:#002137;&quot;&gt;[[User:Blue Dragon|Blue Dragon]] &lt;small&gt; ([[User_talk:Blue Dragon|talk]])&lt;/small&gt;&lt;/span&gt; 09:27, 19 January 2014 (MST)<br />
<br />
== Can't create account. ==<br />
<br />
Hi Blue Dragon, I'm having the same problem that someone else on the discussion had, namely that I can't create an account because it keeps saying that the capcha code or whatever was incorrect or missing, even though I wait for the puzzle search to finish. would like to get an exemption, thanks.<br />
<br />
:I've made an exception for your IP. Please let me know if you have any more problems. Thanks! &amp;mdash; &lt;span style=&quot;color:#002137;&quot;&gt;[[User:Blue Dragon|Blue Dragon]] &lt;small&gt; ([[User_talk:Blue Dragon|talk]])&lt;/small&gt;&lt;/span&gt; 18:20, 28 January 2014 (MST)<br />
<br />
== Email issue ==<br />
<br />
Blue Dragon, I can't get a confirmation email to my email account. D&amp;D wiki is actually displaying a message saying that sending failed and that my email account is invalid. I am 100% certain my email is correct. http://www.dandwiki.com/wiki/User:Danielwpeer<br />
<br />
:Thanks for letting me know about this---I likely would have seen this sooner ... if email was working! I will try to get it figured out tonight. &amp;mdash; &lt;span style=&quot;color:#002137;&quot;&gt;[[User:Blue Dragon|Blue Dragon]] &lt;small&gt; ([[User_talk:Blue Dragon|talk]])&lt;/small&gt;&lt;/span&gt; 08:23, 15 May 2014 (MDT)<br />
<br />
::Hi Danielwpeer, I believe I have fixed it. Can you try again now? Thanks! &amp;mdash; &lt;span style=&quot;color:#002137;&quot;&gt;[[User:Blue Dragon|Blue Dragon]] &lt;small&gt; ([[User_talk:Blue Dragon|talk]])&lt;/small&gt;&lt;/span&gt; 18:03, 15 May 2014 (MDT)<br />
<br />
== Wiki problems==<br />
Hi Blue Dragon, all this week I have been regularly getting &quot;Error 524: A timeout occurred&quot; on the wiki. It happens every 10 minutes or so, and locks me out for about 1 minute.<br />
<br />
I also couldn't email you through the wiki, I got an error &quot;Unknown error in PHP's mail() function.&quot; [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:26, 9 May 2014 (MDT)<br />
<br />
:I'll look into this as well tonight and try to figure out what's going on. Chances are I'm not running enough PHP threads. &amp;mdash; &lt;span style=&quot;color:#002137;&quot;&gt;[[User:Blue Dragon|Blue Dragon]] &lt;small&gt; ([[User_talk:Blue Dragon|talk]])&lt;/small&gt;&lt;/span&gt; 08:23, 15 May 2014 (MDT)<br />
<br />
::I've changed some settings. Could you let me know if it continues to happen? &amp;mdash; &lt;span style=&quot;color:#002137;&quot;&gt;[[User:Blue Dragon|Blue Dragon]] &lt;small&gt; ([[User_talk:Blue Dragon|talk]])&lt;/small&gt;&lt;/span&gt; 18:06, 15 May 2014 (MDT)<br />
<br />
I'm still getting frequent Error 524. This one: https://support.cloudflare.com/hc/en-us/articles/200171926-Error-524 [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 09:57, 25 May 2014 (MDT)<br />
<br />
:Hi Marasmusine, I've added a bit more caching everywhere. Please let me know if this helps solve your problems. Thanks! &amp;mdash; &lt;span style=&quot;color:#002137;&quot;&gt;[[User:Blue Dragon|Blue Dragon]] &lt;small&gt; ([[User_talk:Blue Dragon|talk]])&lt;/small&gt;&lt;/span&gt; 20:23, 28 May 2014 (MDT)<br />
<br />
::Hi, sorry to bring up another wiki problem. Although the Error 524 message went away, I started getting a different error message instead. This now happens every time I make an edit: When I press &quot;save page&quot; there is a delay of about 1 minute then I get &quot;Error 503 Service Unavailable / Service Unavailable / Guru Meditation: / XID: 1130186661 / Varnish cache server&quot;. Reloading the page sometimes works, sometimes it gives me an edit conflict. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 00:53, 1 July 2014 (MDT)<br />
<br />
:::Thanks for letting me know about this. It should not be timing out anymore. However, it may still take some time to complete the edit---I'll continue looking into that. Please let me know if you continue to get 503 errors (or any other annoying problems). Thanks, &amp;mdash; &lt;span style=&quot;color:#002137;&quot;&gt;[[User:Blue Dragon|Blue Dragon]] &lt;small&gt; ([[User_talk:Blue Dragon|talk]])&lt;/small&gt;&lt;/span&gt; 08:26, 4 July 2014 (MDT)<br />
<br />
== Hover Text ==<br />
<br />
On Wikipedia, there is a template for &quot;Hover Text&quot; ([http://en.wikipedia.org/wiki/Template:H:title here]) which i think would be neat to have on the wiki so that hombrewers can put notes in the text to clarify things without cluttering up the text. It would have to be changed to default to no link, and maybe show up &lt;span style=&quot;color: #007700;&quot;&gt;green&lt;/span&gt; or &lt;span style=&quot;color: #007777;&quot;&gt;teal&lt;/span&gt; instead of dotted. do you think you could add that? --[[User:Salasay|&lt;span style=&quot;color: #007700; text-decoration: line-through;&quot;&gt;Salasay&lt;/span&gt;]] [[User talk:Salasay|&lt;span style=&quot;color: #003300;&quot;&gt;&amp;Delta;&lt;/span&gt;]] 18:42, 18 May 2014 (MDT)<br />
<br />
:Hi Salasay, I added that page to the wiki. Let me know if that helps. Thanks, &amp;mdash; &lt;span style=&quot;color:#002137;&quot;&gt;[[User:Blue Dragon|Blue Dragon]] &lt;small&gt; ([[User_talk:Blue Dragon|talk]])&lt;/small&gt;&lt;/span&gt; 14:53, 23 May 2014 (MDT)<br />
<br />
:Thank you, that will be very useful. I have a request. Would it be possible to make the text automatically &lt;span style=&quot;color: #007777;&quot;&gt;teal&lt;/span&gt;, so as to make it stick out more (with just the dotted, it would look like just a fancy underline.) Thank you again. --[[User:Salasay|&lt;span style=&quot;color: #006600; text-decoration: line-through;&quot;&gt;Salasay&lt;/span&gt;]] [[User talk:Salasay|&lt;span style=&quot;color: #006600;&quot;&gt;&amp;Delta;&lt;/span&gt;]] 20:08, 23 May 2014 (MDT)<br />
<br />
::They should be teal now. Let me know if you want anything else changed! Thanks, &amp;mdash; &lt;span style=&quot;color:#002137;&quot;&gt;[[User:Blue Dragon|Blue Dragon]] &lt;small&gt; ([[User_talk:Blue Dragon|talk]])&lt;/small&gt;&lt;/span&gt; 12:07, 24 May 2014 (MDT)<br />
<br />
:::Thank you, that's perfect. --[[User:Salasay|&lt;span style=&quot;color: #006600; text-decoration: line-through;&quot;&gt;Salasay&lt;/span&gt;]] [[User talk:Salasay|&lt;span style=&quot;color: #006600;&quot;&gt;&amp;Delta;&lt;/span&gt;]] 08:09, 25 May 2014 (MDT)<br />
<br />
== Another day, Another weird problem. ==<br />
<br />
Hi, today my edits are not actually appearing in the page. For example, [[Cadmian (4e Race)]] does not show [http://www.dandwiki.com/w/index.php?title=Cadmians_%284e_Race%29&amp;diff=666443&amp;oldid=666408 these edits]. I've tried refreshing the page. It's strange. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 05:50, 6 June 2014 (MDT)<br />
<br />
:I have told Blue Dragon about this problem, which I assume is the same one on [[User talk:Green Dragon#Artificer]] and me mentioned that he is looking into it. It's ''really'' annoying me I can say. His update: &quot;... seems like a problem with the cache not accepting &quot;PURGE&quot; requests.&quot; --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 13:02, 6 June 2014 (MDT)<br />
<br />
::I believe I've fixed it now. Please let me know if it continues to happen (after clearing your browser cache). Thanks, &amp;mdash; &lt;span style=&quot;color:#002137;&quot;&gt;[[User:Blue Dragon|Blue Dragon]] &lt;small&gt; ([[User_talk:Blue Dragon|talk]])&lt;/small&gt;&lt;/span&gt; 15:33, 6 June 2014 (MDT)<br />
<br />
== New Account Puzzle Exemption Request ==<br />
<br />
Hoy. I'm pretty well known on [https://en.wikipedia.org/wiki/User:Zellfaze English Wikipedia] (over 4,000 edits across all Wikimedia Foundation projects) and I'd like to be exempt from the CAPTCHA if at all possible and added to the Autoconfirmed usergroup. I think I qualify as one of those people who won't cause trouble. [[User:Zellfaze|Zell Faze]] ([[User talk:Zellfaze|talk]]) 16:41, 21 July 2014 (MDT)<br />
<br />
:Hi Zellfaze, you have been added to the exception list. Please let me know if you continue to have to perform the proof of work puzzle. Thanks, &amp;mdash; &lt;span style=&quot;color:#002137;&quot;&gt;[[User:Blue Dragon|Blue Dragon]] &lt;small&gt; ([[User_talk:Blue Dragon|talk]])&lt;/small&gt;&lt;/span&gt; 17:46, 21 July 2014 (MDT)<br />
<br />
== Puzzle Exemption Request == <br />
I hadn't edited since this feature was added, but have been editing since 06 (i think, 07 at the latest if not). Would like an exemption. {{User:Hooper/autosig2}} 17:27, 25 August 2014 (MDT)<br />
:Hi Hooper, I've made an exception for you. Please let me know if you run into any problems. Thanks! &amp;mdash; &lt;span style=&quot;color:#002137;&quot;&gt;[[User:Blue Dragon|Blue Dragon]] &lt;small&gt; ([[User_talk:Blue Dragon|talk]])&lt;/small&gt;&lt;/span&gt; 16:59, 27 August 2014 (MDT)<br />
<br />
== Request for Puzzle Exemption ==<br />
<br />
Hello, Blue Dragon! I used to go by Joba Tett, but made a new account on here to continue work on the Fallout d20 campaign setting. I'm sorry you've been getting tons of spam, but it'd help me out of you exempted me from the puzzle. For now, I will just edit previous work of mine (balancing and stuff) until I am exempted :) Thanks!<br />
:Hi GamerAim, I've made an exemption for you. Please let me know if you continue to have to do the puzzle. Thanks! &amp;mdash; &lt;span style=&quot;color:#002137;&quot;&gt;[[User:Blue Dragon|Blue Dragon]] &lt;small&gt; ([[User_talk:Blue Dragon|talk]])&lt;/small&gt;&lt;/span&gt; 19:47, 2 October 2014 (MDT)<br />
<br />
==Request for Puzzle Exemption==<br />
Hello Blue Dragon. I don't mean to impose, but I've been making a lot of subtle adjustments to and balancing out a class I made and although my computer is handling the puzzles fine, it still takes an average of a minute to get through even the most minor edit which is starting to become a tad irritating. As such I was wondering if I might be able to have an exemption from the puzzle. Thank you for your time, Ruethgar.<br />
<br />
:Hi Ruethgar, thank you for the contact. Your request is completely appropriate. I have added you to the exemption list---please let me know if you continue to have to perform the puzzle. Thanks! &amp;mdash; &lt;span style=&quot;color:#002137;&quot;&gt;[[User:Blue Dragon|Blue Dragon]] &lt;small&gt; ([[User_talk:Blue Dragon|talk]])&lt;/small&gt;&lt;/span&gt; 18:16, 6 October 2014 (MDT)<br />
<br />
== Request for Puzzle Exemption ==<br />
<br />
This is chickenbutt935, please exempt my puzzle, I need to get to my next class. thanks</div>R2d2gohttp://www.dandwiki.com/wiki/Mechanus_Signifer_(3.5e_Prestige_Class)Mechanus Signifer (3.5e Prestige Class)2014-11-04T05:56:25Z<p>R2d2go: </p>
<hr />
<div>{{requestreview|Newly created&amp;ndash; other [[Meta Pages#Improving, Reviewing, and Removing Articles|Improving, reviewing, or removing]] templates may be required.}}<br />
{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=4/5<br />
|editing=<br />
|type=&lt;!-- What additional roles this class fits (see bottom; e.g. &quot;Good Guy, Combat-Focused&quot;) --&gt;<br />
|desc=&lt;!-- Brief description of the PrC --&gt;<br />
|len=5<br />
|minlvl=7<br />
}}<br />
<br />
==Mechanus Signifer==<br />
<br />
{{quote<br />
|&lt;-Some quote from a character of this class-&gt;<br />
|orig=&lt;-NPC name-&gt;, &lt;-race-&gt; &lt;-class-&gt;<br />
|src=&lt;!--The source of the quote (manuscript, book, etc)--&gt;<br />
}}<br />
<br />
{{Section Description Needed}}<br />
<br />
&lt;-fluff about this prestige class-&gt;<br />
<br />
===Becoming a Mechanus Signifer===<br />
<br />
A Mechanus Signifer is a flag-bearer for the Mechanus Knights. His abilities allow him to greatly enhance many allies at once, <br />
<br />
&lt;!-- remove or add requirements as necessary --&gt;<br />
{| class=&quot;d20 dragon monstats&quot; cellspacing=&quot;0&quot; cellpadding=&quot;0&quot;<br />
|+ style=&quot;font-size: larger; white-space: nowrap;&quot; | Entry Requirements<br />
|-<br />
! Alignment:<br />
| Lawful.<br />
|-<br />
! Base Attack Bonus:<br />
| +11, or Spellcasting (see below).<br />
|-<br />
! Spellcasting:<br />
| 6th level Incarnator spellcasting or +11 BAB (see above).<br />
|-<br />
! Patron:<br />
| Primus (God of Mechanus).<br />
|-<br />
! Special:<br />
| Must be an active part of a Mechanus Legion, and thus be a Mechanus Knight or Incarnator.<br />
|} <br />
<br />
{| class=&quot;{{d20}}&quot;<br />
|+ &lt;div&gt;{{#anc:Table: The Mechanus Signifer}}&lt;/div&gt;<br />
&lt;p&gt;Hit Die: d10&lt;/p&gt;<br />
|-<br />
! rowspan=&quot;2&quot; | Level<br />
! rowspan=&quot;2&quot; | [[BAB|Base&lt;br/&gt;Attack Bonus]]<br />
! colspan=&quot;3&quot; | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan=&quot;2&quot; | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 1st || +1 || +2 || +2 || +2<br />
| class=&quot;left&quot; | Mechanus Advancement, Rallying Flag<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 2nd || +2 || +3 || +3 || +3<br />
| class=&quot;left&quot; | <br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 3rd || +3 || +3 || +3 || +3<br />
| class=&quot;left&quot; | Rallying Spells<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 4th || +4 || +4 || +4 || +4<br />
| class=&quot;left&quot; | <br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 5th || +5 || +4 || +4 || +4<br />
| class=&quot;left&quot; | Aquilifer<br />
|-<br />
| colspan=&quot;42&quot; class=&quot;skill&quot; |<br />
'''Class Skills (&lt;-skill points-&gt; + [[Int]] modifier per level)'''&lt;br/&gt;<br />
&lt;-list of class skills-&gt;.<br />
|}<br />
<br />
====Class Features====<br />
<br />
Mechanus Signifers are high ranking Mechanus Knights chosen to bear the flag of their legion. They grant bonuses to all nearby allies and can cast spells to fortify them further. All of the following are class features of the Mechanus Signifer.<br />
<br />
'''{{#anc:Mechanus Advancement}}:''' Signifer levels stack with Mechanus Knight levels for gaining Mechanus Armor, and Incarnator levels for spells. See Adaptation under Mechanus Signifers in the Game for other options.<br />
<br />
'''{{#anc:Rallying Flag}} ([[Ex]]/[[Sp]]):''' At first level, a Mechanus Flagbearer gains a special flag, bearing the symbol of his legion or century. Each type of flag grants a moral bonus to all within 100 feet (an extraordinary effect), and can create an effect on all allies within 100 feet once per day with caster level equal to Mechanus Knight levels (a divine, spell-like effect). The flagpole has 40 hp and 20 hardness, and is made of adamantine, while the flag is magical and self-repairing.<br />
<br />
*''Ferrata'' (Ironclad): This flag bears a wolf's head and &quot;I&quot;. Grants +2 to armor class, and can cast [[SRD:Stoneskin|Stoneskin]].<br />
*''Victrix'' (Victorious): This flag bears a bull's head and &quot;II&quot;. Grants +1 to attack rolls, saves and skill checks, and can cast [[SRD:Greater Heroism|Greater Heroism]].<br />
*''Firma'' (Steadfast): This flag bears a pegasus and &quot;III&quot;. Grants +4 to ability checks made to resist being bull rushed or tripped, and can cast [[SRD:Immovability|Immovability]].<br />
*''Gemina'' (Twin): This flag bears two human silhouettes and &quot;IV&quot;. Creates an identical image adjacent to benefiting creatures, granting a 20% miss chance, and can cast Greater Mirror Image, which always grants 8 mirror images to start.<br />
*''Classica'' (Naval): This flag bears a trident and &quot;V&quot;. Grants all allies +10 to swim checks and +4 to checks related to ships, and can cast Nixie's Grace.<br />
*''Equestris'' (Mounted): This flag bears a horse head and &quot;VI&quot;. Grants all allies +4 to ride checks, and can cast Master Cavalier, Phantom Charge and War-Mount with one cast.<br />
*''Fulminata'' (Armed with Lightning): This flag bears a lightning bolt and &quot;VII&quot;. Grants all allies +1d6 electric damage to their weapon attacks, and can cast Sakkratar's Triple Strike (but with shocking burst instead of flaming).<br />
*''Dux'' (Leader): This flag bears a crown and &quot;VIII&quot;. Grants all allies Righteous Aura, and can cast Righteous Wrath of the Faithful (from Complete Divine).<br />
<br />
'''{{#anc:Rallying Spells}} :''' At third level, a Signifer can make any spell or oil from Fuel Lines effect all allies within 100 feet. The spell cannot have a range of personal. He may use this ability once per day per spell level, up to a spell level equal to his level in Signifer.<br />
<br />
'''{{#anc:Aquilifer}}:''' At fifth level, a Signifer becomes an Aquilifer, the highest ranking flag bearer in a legion. He gets an improved flag that allows the spell effect twice per day and doubles the static bonus, and the flag becomes indestructible as long as the Aquilifer is alive. Additionally, once per year, he can instantly summon his century (see [[Mechanus Century]]) (note until that page is made: 16 lantern archons, 28 melee Mechanus Knights and 12 archers each at first level, plus 3 third level Incarnators, 2 second level snipers, 4 second level Mechanus Knight shield bearers, and two Mechanus Knights or Incarnators at sixth and seventh level.)<br />
<br />
<br />
====Ex-Mechanus Signifers====<br />
<br />
Those who do not meet the requirements for becoming a Mechanus Signifer immediately lose all class abilities except Mechanus Advancement.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Mechanus Signifer====<br />
<br />
'''Combat:''' Mechanus Signifers support their allies, usually a mass surrounding them to get the most benefit of the flag's abilities.<br />
<br />
'''Advancement:''' Further levels in Incarnator or Mechanus Knight are standard advancement paths.<br />
<br />
'''Resources:''' The Legion provides food and shelter to all members within, as well as a salary in magic items as appropriate, in exchange for the Signifer's devoted services.<br />
<br />
====Mechanus Signifers in the World====<br />
<br />
{{quote|Twelth Legion, to me!|4=Sophos, Human Mechanus Knight/Signifer}}<br />
<br />
Mechanus Signifers live exclusively in the Legion, fighting as necessary.<br />
<br />
'''NPC Reactions:''' As a prestige class, Signifer doesn't change much in terms of reactions compared to the base class.<br />
<br />
====Mechanus Signifer Lore====<br />
<br />
Characters with ranks in Knowledge (The Planes), Knowledge (Religion), or Knowledge (Local) in an area which the Legion frequents can research Mechanus Signifers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class=&quot;d20&quot; {{#vardefine: odd | 0}}<br />
|+ Knowledge (The Planes, Religion, Local)<br />
! DC || class=&quot;left&quot; | Result<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 11 || class=&quot;left&quot; | Mechanus Signifers bear magic flags which support their allies.<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 16 || class=&quot;left&quot; | Each flag has it's own unique aura as well as the ability to create a powerful effect once per day.<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 21 || class=&quot;left&quot; | Some Signifers can cast other spells to affect all around them, not just the one stored in the flag.<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 26 || class=&quot;left&quot; | The strongest of Signifers have flags that are entirely indestructible, with even stronger effects.<br />
|}<br />
<br />
====Mechanus Signifers in the Game====<br />
<br />
Mechanus Signifers exclusively fight in the Legion. Fight a century of the Legion, and you will fight one of these.<br />
<br />
'''Adaptation:''' This class can provide a flag-bearer for any army. If you don't want to use Mechanus Knight or Incarnator, you can change the requirement to 6th level casting in another class. You can also change the advancement to fit another class, granting full progression.<br />
<br />
'''Sample Encounter:''' Seventh Legion Fulminata is a powerful enemy to make. If the party inadvertently (or intentionally) offends them, they could find themselves chased by a Century of the legion.<br />
<br />
''EL 15:'' &lt;-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter-&gt;<br />
<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Divine Spellcasting]]</div>R2d2gohttp://www.dandwiki.com/wiki/Mechanus_Signifer_(3.5e_Prestige_Class)Mechanus Signifer (3.5e Prestige Class)2014-11-04T05:53:05Z<p>R2d2go: </p>
<hr />
<div>{{requestreview|Newly created&amp;ndash; other [[Meta Pages#Improving, Reviewing, and Removing Articles|Improving, reviewing, or removing]] templates may be required.}}<br />
{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=&lt;!-- level of completion --&gt;<br />
|editing=<br />
|type=&lt;!-- What additional roles this class fits (see bottom; e.g. &quot;Good Guy, Combat-Focused&quot;) --&gt;<br />
|desc=&lt;!-- Brief description of the PrC --&gt;<br />
|len=5<br />
|minlvl=7<br />
}}<br />
<br />
==&lt;-class name-&gt;==<br />
<br />
{{quote<br />
|&lt;-Some quote from a character of this class-&gt;<br />
|orig=&lt;-NPC name-&gt;, &lt;-race-&gt; &lt;-class-&gt;<br />
|src=&lt;!--The source of the quote (manuscript, book, etc)--&gt;<br />
}}<br />
<br />
{{Section Description Needed}}<br />
<br />
&lt;-fluff about this prestige class-&gt;<br />
<br />
===Becoming a Mechanus Signifer===<br />
<br />
A Mechanus Signifer is a flag-bearer for the Mechanus Knights. His abilities allow him to greatly enhance many allies at once, <br />
<br />
&lt;!-- remove or add requirements as necessary --&gt;<br />
{| class=&quot;d20 dragon monstats&quot; cellspacing=&quot;0&quot; cellpadding=&quot;0&quot;<br />
|+ style=&quot;font-size: larger; white-space: nowrap;&quot; | Entry Requirements<br />
|-<br />
! Alignment:<br />
| Lawful.<br />
|-<br />
! Base Attack Bonus:<br />
| +11, or Spellcasting (see below).<br />
|-<br />
! Spellcasting:<br />
| 6th level Incarnator spellcasting or +11 BAB (see above).<br />
|-<br />
! Patron:<br />
| Primus (God of Mechanus).<br />
|-<br />
! Special:<br />
| Must be an active part of a Mechanus Legion, and thus be a Mechanus Knight or Incarnator.<br />
|} <br />
<br />
{| class=&quot;{{d20}}&quot;<br />
|+ &lt;div&gt;{{#anc:Table: The &lt;-class name-&gt;}}&lt;/div&gt;<br />
&lt;p&gt;Hit Die: d&lt;-die size-&gt;&lt;/p&gt;<br />
|-<br />
! rowspan=&quot;2&quot; | Level<br />
! rowspan=&quot;2&quot; | [[BAB|Base&lt;br/&gt;Attack Bonus]]<br />
! colspan=&quot;3&quot; | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan=&quot;2&quot; | Special<br />
! rowspan=&quot;2&quot; | [[#Spellcasting|Spellcasting]] or [[#Manifesting|Manifesting]]&lt;!-- for classes that build on pre-existing spellcasting/manifesting ability--&gt;<br />
! colspan=&quot;10&quot; | [[#Spells|Spells per Day]]&lt;!-- for classes that have their own spellcasting progression--&gt;<br />
! rowspan=&quot;2&quot; | [[#Power Points/Day|Power&lt;br/&gt;Points/Day]]<br />
! rowspan=&quot;2&quot; | [[#Powers Known|Powers&lt;br/&gt;Known]]<br />
! rowspan=&quot;2&quot; | [[#Maximum Power Level Known|Maximum Power&lt;br/&gt;Level Known]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 1st || +1 || +2 || +2 || +2<br />
| class=&quot;left&quot; | Mechanus Advancement, Rallying Flag<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 2nd || +2 || +3 || +3 || +3<br />
| class=&quot;left&quot; | <br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 3rd || +3 || +3 || +3 || +3<br />
| class=&quot;left&quot; | Rallying Spells<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 4th || +4 || +4 || +4 || +4<br />
| class=&quot;left&quot; | <br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 5th || +5 || +4 || +4 || +4<br />
| class=&quot;left&quot; | Aquilifer<br />
|-<br />
| colspan=&quot;42&quot; class=&quot;skill&quot; |<br />
'''Class Skills (&lt;-skill points-&gt; + [[Int]] modifier per level)'''&lt;br/&gt;<br />
&lt;-list of class skills-&gt;.<br />
|}<br />
<br />
====Class Features====<br />
<br />
Mechanus Signifers are high ranking Mechanus Knights chosen to bear the flag of their legion. They grant bonuses to all nearby allies and can cast spells to fortify them further. All of the following are class features of the Mechanus Signifer.<br />
<br />
'''{{#anc:Mechanus Advancement}}:''' Signifer levels stack with Mechanus Knight levels for gaining Mechanus Armor, and Incarnator levels for spells. See Adaptation under Mechanus Signifers in the Game for other options.<br />
<br />
'''{{#anc:Rallying Flag}} ([[Ex]]/[[Sp]]):''' At first level, a Mechanus Flagbearer gains a special flag, bearing the symbol of his legion or century. Each type of flag grants a moral bonus to all within 100 feet (an extraordinary effect), and can create an effect on all allies within 100 feet once per day with caster level equal to Mechanus Knight levels (a divine, spell-like effect). The flagpole has 40 hp and 20 hardness, and is made of adamantine, while the flag is magical and self-repairing.<br />
<br />
*''Ferrata'' (Ironclad): This flag bears a wolf's head and &quot;I&quot;. Grants +2 to armor class, and can cast [[SRD:Stoneskin|Stoneskin]].<br />
*''Victrix'' (Victorious): This flag bears a bull's head and &quot;II&quot;. Grants +1 to attack rolls, saves and skill checks, and can cast [[SRD:Greater Heroism|Greater Heroism]].<br />
*''Firma'' (Steadfast): This flag bears a pegasus and &quot;III&quot;. Grants +4 to ability checks made to resist being bull rushed or tripped, and can cast [[SRD:Immovability|Immovability]].<br />
*''Gemina'' (Twin): This flag bears two human silhouettes and &quot;IV&quot;. Creates an identical image adjacent to benefiting creatures, granting a 20% miss chance, and can cast Greater Mirror Image, which always grants 8 mirror images to start.<br />
*''Classica'' (Naval): This flag bears a trident and &quot;V&quot;. Grants all allies +10 to swim checks and +4 to checks related to ships, and can cast Nixie's Grace.<br />
*''Equestris'' (Mounted): This flag bears a horse head and &quot;VI&quot;. Grants all allies +4 to ride checks, and can cast Master Cavalier, Phantom Charge and War-Mount with one cast.<br />
*''Fulminata'' (Armed with Lightning): This flag bears a lightning bolt and &quot;VII&quot;. Grants all allies +1d6 electric damage to their weapon attacks, and can cast Sakkratar's Triple Strike (but with shocking burst instead of flaming).<br />
*''Dux'' (Leader): This flag bears a crown and &quot;VIII&quot;. Grants all allies Righteous Aura, and can cast Righteous Wrath of the Faithful (from Complete Divine).<br />
<br />
'''{{#anc:Rallying Spells}} :''' At third level, a Signifer can make any spell or oil from Fuel Lines effect all allies within 100 feet. The spell cannot have a range of personal. He may use this ability once per day per spell level, up to a spell level equal to his level in Signifer.<br />
<br />
'''{{#anc:Aquilifer}}:''' At fifth level, a Signifer becomes an Aquilifer, the highest ranking flag bearer in a legion. He gets an improved flag that allows the spell effect twice per day and doubles the static bonus, and the flag becomes indestructible as long as the Aquilifer is alive. Additionally, once per year, he can instantly summon his century (see [[Mechanus Century]]) (note until that page is made: 16 lantern archons, 28 melee Mechanus Knights and 12 archers each at first level, plus 3 third level Incarnators, 2 second level snipers, 4 second level Mechanus Knight shield bearers, and two Mechanus Knights or Incarnators at sixth and seventh level.)<br />
<br />
<br />
====Ex-Mechanus Signifers====<br />
<br />
Those who do not meet the requirements for becoming a Mechanus Signifer immediately lose all class abilities except Mechanus Advancement.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Mechanus Signifer====<br />
<br />
'''Combat:''' Mechanus Signifers support their allies, usually a mass surrounding them to get the most benefit of the flag's abilities.<br />
<br />
'''Advancement:''' Further levels in Incarnator or Mechanus Knight are standard advancement paths.<br />
<br />
'''Resources:''' The Legion provides food and shelter to all members within, as well as a salary in magic items as appropriate, in exchange for the Signifer's devoted services.<br />
<br />
====Mechanus Signifers in the World====<br />
<br />
{{quote|Twelth Legion, to me!|4=Sophos, Human Mechanus Knight/Signifer}}<br />
<br />
Mechanus Signifers live exclusively in the Legion, fighting as necessary.<br />
<br />
'''NPC Reactions:''' As a prestige class, Signifer doesn't change much in terms of reactions compared to the base class.<br />
<br />
====Mechanus Signifer Lore====<br />
<br />
Characters with ranks in Knowledge (The Planes), Knowledge (Religion), or Knowledge (Local) in an area which the Legion frequents can research Mechanus Signifers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class=&quot;d20&quot; {{#vardefine: odd | 0}}<br />
|+ Knowledge (The Planes, Religion, Local)<br />
! DC || class=&quot;left&quot; | Result<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 11 || class=&quot;left&quot; | Mechanus Signifers bear magic flags which support their allies.<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 16 || class=&quot;left&quot; | Each flag has it's own unique aura as well as the ability to create a powerful effect once per day.<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 21 || class=&quot;left&quot; | Some Signifers can cast other spells to affect all around them, not just the one stored in the flag.<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 26 || class=&quot;left&quot; | The strongest of Signifers have flags that are entirely indestructible, with even stronger effects.<br />
|}<br />
<br />
====Mechanus Signifers in the Game====<br />
<br />
Mechanus Signifers exclusively fight in the Legion. Fight a century of the Legion, and you will fight one of these.<br />
<br />
'''Adaptation:''' This class can provide a flag-bearer for any army. If you don't want to use Mechanus Knight or Incarnator, you can change the requirement to 6th level casting in another class. You can also change the advancement to fit another class, granting full progression.<br />
<br />
'''Sample Encounter:''' Seventh Legion Fulminata is a powerful enemy to make. If the party inadvertently (or intentionally) offends them, they could find themselves chased by a Century of the legion.<br />
<br />
''EL 15:'' &lt;-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter-&gt;<br />
<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Divine Spellcasting]]</div>R2d2gohttp://www.dandwiki.com/wiki/Mechanus_Knight_(3.5e_Class)Mechanus Knight (3.5e Class)2014-11-04T05:53:00Z<p>R2d2go: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=5/5<br />
|editing=Grammar and approved in discussion only, please<br />
|type=Combat Focused<br />
|desc=A balanced base class based on [[Golem-Knight_of_Mechanus_(3.5e_Prestige_Class)|Golem-Knight of Mechanus]]<br />
}}<br />
<br />
== Mechanus Knight ==<br />
<br />
Mechanus Knights are expert craftsmen and warriors, using technology to give them an advantage in combat. Using the secrets of steel and science, they can create fireballs every bit as impressive as a spellcaster, yet at the same time hit as hard as a seasoned warrior. They carry arsenals of cutting-edge weaponry, and augment the armor that will eventually become their body to frightening levels.<br />
<br />
=== Making a Mechanus Knight ===<br />
<br />
With an extraordinary increase in size, an even bigger mount, and absurdly tanky armor, you withstand physical blows like no other. Your offense isn't bad, either, especially with offense-focused augmentations and gear, allowing you to inflict status effects as well as do damage. They have flexibility in choosing what to develop, and as such can effectively act as a controller, a blaster, a tank or a martial beatstick. Finally, they act absurdly well in situations where magic is ineffective, as ALL of their abilities are nonmagical despite often mimicking magic.<br />
<br />
'''Abilities:''' Intelligence and Constitution are your most important scores - Intelligence for crafting and constitution for soaking up damage. Strength is another good ability, as before grenades and guns become powerful many Knights find themselves resorting to brute strength (assisted by technology, of course).<br />
<br />
'''Races:''' Mechanus Knights are largely humans, due to their flexibility and association with the main guilds, and Warforged, who find the technology they make can be seamlessly integrated with their own bodies, but gnomes find that the alchemical workings of their equipment comes naturally, and appreciate the extra size, while goliaths and other large races also do well with the increased bulk.<br />
<br />
'''Alignment:''' Any.<br />
<br />
'''Starting Gold:''' 1d4&amp;times;10 gp - Mechanus Knights get but a small stipend, as their [[Mechanus_Gear_(3.5e_Equipment)|Mechanus Gear]] armor is extremely expensive.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Moderate.<br />
<br />
{| class=&quot;{{d20}}&quot;<br />
|+<br />
&lt;div&gt;{{#anc:Table: The Mechanus Knight}}&lt;/div&gt;<br />
Hit Die: d12<br />
|-<br />
! rowspan=&quot;2&quot; | Level<br />
! rowspan=&quot;2&quot; | [[BAB|Base&lt;br/&gt;Attack Bonus]]<br />
! colspan=&quot;3&quot; | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan=&quot;2&quot; | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|1st|| class=&quot;left&quot; | +0 || +2 || +0 || +0<br />
| class=&quot;left&quot; | [[#Expert Craftsman|Expert Craftsman]], [[#Mechanus Armor|Mechanus Armor]], [[#Oath of Nonmagic|Oath of Nonmagic]]<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|2nd|| class=&quot;left&quot; | +1 || +3 || +0 || +0<br />
| class=&quot;left&quot; | -<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|3rd|| class=&quot;left&quot; | +2 || +3 || +1 || +1<br />
| class=&quot;left&quot; | [[#Mechanus Armaments|Mechanus Armaments]]<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|4th|| class=&quot;left&quot; | +3 || +4 || +1 || +1<br />
| class=&quot;left&quot; | -<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|5th|| class=&quot;left&quot; | +3 || +4 || +1 || +1<br />
| class=&quot;left&quot; | [[#Mechanus Armor|Mechanus Armor]]<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|6th|| class=&quot;left&quot; | +4 || +5 || +2 || +2<br />
| class=&quot;left&quot; | -<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|7th|| class=&quot;left&quot; | +5 || +5 || +2 || +2<br />
| class=&quot;left&quot; | [[#Mechanus Armaments|Mechanus Armaments]]<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|8th|| class=&quot;left&quot; | +6/+1 || +6 || +2 || +2<br />
| class=&quot;left&quot; | -<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|9th|| class=&quot;left&quot; | +6/+1 || +6 || +3 || +3<br />
| class=&quot;left&quot; | [[#Mechanus Armor|Mechanus Armor]]<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|10th||class=&quot;left&quot; | +7/+2 || +7 || +3 || +3<br />
| class=&quot;left&quot; | -<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|11th||class=&quot;left&quot; | +8/+3 || +7 || +3 || +3<br />
| class=&quot;left&quot; | [[#Mechanus Armaments|Mechanus Armaments]]<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|12th||class=&quot;left&quot; | +9/+4 || +8 || +4 || +4<br />
| class=&quot;left&quot; | -<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|13th||class=&quot;left&quot; | +9/+4 || +8 || +4 || +4<br />
| class=&quot;left&quot; | [[#Mechanus Armor|Mechanus Armor]]<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|14th||class=&quot;left&quot; | +10/+5 || +9 || +4 || +4<br />
| class=&quot;left&quot; | -<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|15th||class=&quot;left&quot; | +11/+6/+1 || +9 || +5 || +5<br />
| class=&quot;left&quot; | [[#Mechanus Armaments|Mechanus Armaments]]<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|16th||class=&quot;left&quot; | +12/+7/+2 || +10 || +5 || +5<br />
| class=&quot;left&quot; | -<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|17th||class=&quot;left&quot; | +12/+7/+2 || +10 || +5 || +5<br />
| class=&quot;left&quot; | [[#Mechanus Armor|Mechanus Armor]]<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|18th||class=&quot;left&quot; | +13/+8/+3 || +11 || +6 || +6<br />
| class=&quot;left&quot; | -<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|19th||class=&quot;left&quot; | +14/+9/+4 || +11 || +6 || +6<br />
| class=&quot;left&quot; | [[#Mechanus Armaments|Mechanus Armaments]]<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|20th||class=&quot;left&quot; | +15/+10/+5 || +12 || +6 || +6<br />
| class=&quot;left&quot; | [[#Mechanized Body|Mechanized Body]]<br />
|-<br />
| colspan=&quot;42&quot; class=&quot;skill&quot; |<br />
'''Class Skills Skill Points: 4 + [[SRD:Intelligence|Int]]) modifier per level.'''&lt;br/&gt;<br />
Appraise ([[SRD:Intelligence|Int]]), <br />
Balance ([[SRD:Dexterity|Dex]]), <br />
Climb ([[SRD:Strength|Str]]), <br />
Craft ([[SRD:Intelligence|Int]]), <br />
Disable Device ([[SRD:Intelligence|Int]]), <br />
Intimidate ([[SRD:Charisma|Cha]]), <br />
Jump ([[SRD:Strength|Str]]), <br />
Knowledge ([[SRD:Intelligence|Int]]), <br />
Listen ([[SRD:Wisdom|Wis]])<br />
Open Lock ([[SRD:Dexterity|Dex]]), <br />
Ride ([[SRD:Dexterity|Dex]]), <br />
Sleight of Hand ([[SRD:Dexterity|Dex]]), <br />
Spot ([[SRD:Wisdom|Wis]]), <br />
Swim ([[SRD:Strength|Str]]), <br />
Use Rope ([[SRD:Dexterity|Dex]]).<br />
|}<br />
<br />
<br />
==== Class Features ====<br />
<br />
Mechanus Knights are All of the following are class features of the Mechanus Knight.<br />
<br />
'''Weapon and Armor Proficiency:''' Mechanus Knights are proficient with all armor and shields, and simple weapons. In addition, they can use any martial weapon they craft as if proficient.<br />
<br />
'''{{#anc:Expert Craftsman}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Mechanus Knights, due to their reliance on nonmagical means, are incredibly skilled at finding ways to make do. They can create items that mimic magical effects at lightning speed, although generally more expensive than their magical counterparts. Using an appropriate Craft skill (generally Alchemy for wondrous items and the associated craft for weapons and armor), they can create items equivalent to most existing magical items, as if crafting something mundane, though at twice the base price. Effects that are overtly magical (those involving other planes, antimagic, or otherwise interacting with magic itself) cannot be created in this fashion.<br />
<br />
'''{{#anc:Oath of Nonmagic}}:''' Mechanus Knights take pride in purely &quot;mundane&quot; methods, shunning almost all magic and psionics. Any Mechanus Knight cannot use magic items, cast a spell, manifest a power, or even benefit from use of a magic item. The only exception to this is single-use divine magic, granted by Primus to one of his priests, and is generally considered a last resort. Due to these restrictions, most Mechanus Knights regularly visit their guilds to buy emergency healing or restorative items. If a Mechanus Knight ignores these restrictions, he cannot gain further levels in the class, and must pay for rare and usually expensive materials, costing 100*MK level in gold, to keep his equipment functional for a day. He can only rejoin the Mechanus Knights by receiving an Atonement from a priest of Primus.<br />
<br />
'''{{#anc:Mechanus Armor}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Any Mechanus Knight begins with a suit of [[Mechanus_Gear_(3.5e_Equipment)|Mechanus Gear]]. At first level, they begin without much of the additional plating, reducing the armor bonus by 3, but at second level and on, it gains the full bonus. Additionally, the added support makes the armor carry it's own weight, allowing the user to disregard it for encumberance purposes. At 5th level and onwards, the bulk and mechanic muscles of the armor grant a +2 bonus to strength and constitution and a nonmagical +1 enhancement bonus to Armor Class per modification added. Lastly<br />
<br />
''Amplifiers ([[Ex]]):'' This modification is essentially a built in megaphone. With this modification, a Mechanus Knight can project his voice any distance up to three miles away. In addition, he can cast Command at will as an extraordinary ability (DC 10+MK level/2+Charisma Mod). Furthermore, once per day this Command can be applied to all enemies within 100 feet. A Knight can apply this modification multiple times, increasing the range by 1 mile, adding an additional use of area Command and increasing it's range by 30 feet.<br />
<br />
''Fuel Lines ([[Ex]]):'' This modification adds special fuel pipes to the Knight's armor, allowing production and expedited use of various powerful chemicals. This allows the knight to drink potions and apply oils as a swift action. In addition, the Knight produces potions or oils as if he had one spell in each spell level an equivalently leveled bard would have (1st and above), plus bonus potions and oils from high Intelligence - for example, a 7th level MK with 16 Int would have two potions of 1st, 2nd and 3rd level, while a 4th level MK with 20 Int would have three 1st level potions and two 2nd level potions. These potions can be prepared from any spell list, but cannot interact with other planes or other magic, and any costly foci, materials, or XP components must be provided. Any potions or oil that normally wouldn't effect the Mechanus Knight do anyway in this modified form. A Knight can apply this modification multiple times, gaining an additional spell in each level with every modification.<br />
<br />
''Ability Augment ([[Ex]]):'' This modification is a general appending of special abilities to your armor. Your armor gains a further +1 enhancement bonus, DR X/- where X is the enhancement bonus, and you can replace up to +3 enhancement bonus with armor special abilities. A Knight can apply this modification multiple times, stacking all effects except DR, which instead simply gains +2.<br />
<br />
''Behemoth Augment ([[Ex]]):'' This modification adds mass and power to the armor. You gain an additional +2 to strength, constitution and armor class, gain a size category, and gain a trample attack with large-sized damage 3d6. A Knight can apply this modification multiple times, stacking ability gain and increasing size on the third application. Minimum Level 9.<br />
<br />
''Servo Arm ([[Ex]]):'' This modification attaches an arm to your armor, grappling and burning enemies as well as assisting in crafts. This arm reaches out as if a reach weapon further than the subject normally could, and can manipulate a single object as [[SRD:Telekinesis|''Telekinesis'']] (CL = MK levels), or may be used to attack foes as [[Crushing_hand|''Bigby's Crushing Hand]] (CL = MK levels), but with a strength score of 18 with small size, and as such adjusted damage and bonuses. For these spell-mimicking (but extraordinary) effects, use Intelligence in place of any primary casting statistic. In addition to all abilities of the Crushing Hand, it also deals 2d6 fire damage to any enemies it targets. Finally, the arm is helpful when crafting, multiplying time needed by two-thirds. This modification can be taken multiple times, adding another arm with 4 additional Strength. For each extra arm, you also gain an additional +4 to craft checks. Minimum Level 9.<br />
<br />
''Blazing Ascension ([[Ex]]):'' This modification adds, essentially, a steam-powered jet pack and jet boots, while simultaneously spewing flammable materials and lighting them. The result of this is a flight speed of 60 feet (perfect), with +10 feet per size category above Medium. In addition, as you fly, you leave a blazing trail of flame. This deals damage as a [[Wall_of_fire|''Wall of Fire'']], the wall occupying any spaces you move through, with CL = MK Level. A Mechanus Knight makes enough fuel for a minute of flight each day, becoming ten minutes at 10th level and 100 minutes at 15th.<br />
<br />
'''{{#anc:Mechanus Armaments}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Upon reaching 5th level, a Mechanus Knight crafts a powerful weapon of his choice. Every fourth level thereafter, he gains an additional weapon (or upgrades an existing one), adding to his arsenal. In addition, he can craft weapons that are so well-made and flawlessly augmented with technology that they gain a bonus to damage equal to the number of weapons he owns. However, they are only usable by Mechanus Knights.<br />
<br />
''Mechanus Mount ([[Ex]]):'' This &quot;weapon&quot; is a mighty steed that looks like a warhorse with too many layers of plate barding. This counts as a Nightmare of the Construct type (ability scores are unchanged) that is completely obedient to it's Knight. It loses its Spell-like abilities (but retains the smoke, breath weapon and fire damage) and Subtypes. In addition, it gains Hit dice, Natural Armor and abilitie scores as a [[SRD:Druid's_Animal_Companion|Druid's Animal Companion]] as if the Knight had Druid levels equal to his MK levels-5. The mount is once size larger that the Knight, and gains +8 strength, +4 Constitution, +2 natural armor, and -2 Dexterity for every size category it gains, and equivalent penalties for size reduction. Finally, it has a trample attack, 3d6 at Large Size. Minimum level 7.<br />
<br />
''Rocket Lance ([[Ex]]):'' This weapon allows you to modify lances to be fired as though from a one handed cannon. It can be used as a ranged weapon with range increments of 40' and counts as charging when fired. Instead of using Strength modifier to calculate damage and attack bonuses, you add your Intelligence modifier x2 to damage, and Dexterity and Intelligence modifiers to hit. Loading this lance is a move action, while firing it is a normal attack, and reload time can be reduced through any effects that would apply to crossbows. Ten of these lances can be produced each day. Minimum Level 7.<br />
<br />
''Artificer's Weapon: ([[Ex]]):'' This weapon is an enhanced version of a basic weapon, mimicking magical effects. It is treated as though magical (with a Greater Magic Weapon effect) in almost all ways, with a total bonus equal to half MK levels. However, these powers are extraordinary, and are as such immune to antimagic effects. The weapon still bypasses DR/magic and can strike incorporeal targets.<br />
<br />
''Craft Grenades ([[Ex]]):'' This weapon consists of various, powerful and specialized grenades. Each day, a Mechanus Knight with this in his arsenal can create grenades equal to his Intelligence modifier + MK levels each day. Sadly, they are unstable and will be unusable after 24 hours. Until then, they may be thrown as grenade-like weapons, exploding in a 30' radius. The save DC is 10 + half the Knight's HD + their Int modifier. The Golem-Knight may choose the effects upon creation: <br />
<br />
:''Incendiary:'' All in the area take 3d6+MK levels+Intelligence modifier of Fire damage. A successful Reflex save halves this damage, but those who fail the save catch fire.<br />
<br />
:''Frost Cloud:'' All in the area take 3d6+MK levels+Intelligence modifier of Cold damage and are Slowed for 1d4+1 rounds. A successful Fortitude save halves the damage and negates the Slow effect.<br />
<br />
:''Flash Bang:'' All in the area are Blinded and Deafened for 1d4+1 rounds and Stunned for 1 round on a failed Fortitude save. On a successful save, they are still Blinded and Deafened for 1 round.<br />
<br />
:''Concussion'': All in the area take 3d6+MK levels+Intelligence modifier of Sonic damage. Additionally, they are are knocked prone and Dazed for 1 round on a failed Fort save.<br />
<br />
:''Electro Pulse:'' All in the area take 3d6+MK levels+Intelligence modifier of Electricity damage. A successful Reflex save halves this, but those who fail the save count as Entangled for 1d4+1 rounds and Dazed for 1 round as their limbs spasm.<br />
<br />
:''Sleep Gas:'' All in the area must make a Will save or fall asleep for 1 round and fall prone. On a succesful save or at the end of the duration, they instead become drowsy for 1 round. Drowsy characters count as Fatigued and take a -6 penalty on saves and doubled duration with Sleep effects.<br />
<br />
:''Corrosive Gas:'' All in the area take 3d6+MK+Intelligence modifier levels Acid damage, Reflex half. Those who fail the save take damage equal to half the Golem-Knight's character level on the following round.<br />
<br />
:''Hallucinogenic Gas:'' All in the area must make a Will save or go insane for 1d4+1 rounds, as per [[SRD:Insanity|''Insanity'']]. Those that succeed are immune to the gas's effects for the rest of the encounter.<br />
<br />
:''Toxic Gas:'' All in the area must make a Fortitude save against poison (Con 1d6+Half MK/Con 1d6+Half MK), and even on a successful save they are sickened. Alternatively, the Knight can load this grenade with his own inhaled poison, increasing its effected area to a 30 ft radius and adding Intelligence modifier to the DC.<br />
<br />
''Boomstick:'' This project is a double-barrelled shotgun of sorts. This two handed weapon fires like a crossbow and takes a move action to reload, but can fire twice before needing to be reloaded. Any feats that reduce crossbow reload time apply, and skills requiring an attack roll can use ranged attack feats. Add your intelligence modifier+half MK levels to total damage, divided among damage types as chosen by the Knight. Save DCs are equal to 10+Half MK levels+Int Mod. Each day, the Knight can produce MK level+Intelligence modifier of these shotgun rounds. All damage (including elemental damage) is based on medium size - Any size increase also increases damage accordingly, as well as increasing splash by 5 feet.<br />
<br />
:''Solid Shot:'' 40' range increments, 4d6 Bludgeoning damage, critical 20/x2.<br />
<br />
:''Scatter Shot:'' 20' range increments, 2d6 Bludgeoning damage, 1d6 splash within 10 feet, Reflex half. The target and those who fail the Reflex save are knocked Prone.<br />
<br />
:''Incendiary:'' 20' range increments, 2d6 Fire damage, 1d6 splash within 10 feet, Reflex half. The target and those who fail the Reflex save catch fire.<br />
<br />
:''Flash-Bang Powder:'' 20' range increments, 2d6 Bludgeoning damage, target is Blinded and Deafened for 1d4+1 rounds and Stunned for 1 round, Fortitude negates Stunning and reduces Blinded and Deafened to 1 round each. Those within 10 feet must make a Fortitude save or be Blinded and Deafened for 1 round.<br />
<br />
:''Explosive Shells:'' 20' range increments, 2d6 bludgeoning damage and 2d6 Fire damage, sets the target on fire. Crit 20/x2 (only multiplies the Bludgeoning damage).<br />
<br />
:''Meltdown Shells:'' 20' range increments, 2d6 bludgeoning damage and 2d6 Acid damage, with 1d6 Acid damage the following round. Crit 20/x3 (only multiplies the Bludgeoning damage).<br />
<br />
:''Seeker Rounds:'' Creates a non-magical Magic Missile effect, dealing 2d6 force damage.<br />
<br />
''Techblade:'' This project is a powerful adaptation of a bladed weapon, powered by steam and incredibly deadly to all sorts of enemies. Unlike the [[#Artificer's Secret Weapon|Artificer's Secret Weapon]], it is a uniquely made technological advance (though it can be combined with Artificer's Secret Weapon). Each time you take this ability, you choose a listed ability here, and on the second and fourth application the weapon's damage increases a size category. Minimum Level 7<br />
<br />
:''Chainblade:'' This ability gives the weapon reach as a [[Spiked Chain]], and allows it to be used for tripping. If it already had reach, it triples your threatened area instead of doubling it. In addition, once per day, you may use attack nearby enemies as [[SRD:Whirlwind Attack|Whirlwind Attack]], but gaining bonus attacks from high BAB against each, and make a trip attempt against all damaged enemies. However, this severely damages the Chainblade and removes it's reach and tripping for the rest of the day.<br />
<br />
:''Gunblade:'' This ability allows you to augment the blade with the Boomstick, Rocket Lance or Grenades with the Techblade. You may use the chosen ranged weapon with the Techblade as an iterative attack and do not provoke attacks of opportunity. This ability reduces the damage of the Techblade by one size category, but applies any other techblade's bonuses to the ranged weapon, and increases the damage of the ranged weapon by one size. Once per day, you may overload the Gunblade as a full round action, firing two times in addition to your normal iterative attacks. However, this damages the Gunblade, making it lose its ranged capabilities for the remainder of the day.<br />
<br />
:''Alchemist's Blade:'' This ability allows you to store various solutions in the blade, making their use a Free action and applying their effects to the next attack made. The blade has ten capsules, each holding a pint of liquid. For example, you could fill one capsule with a pint of Drow Knockout Poison, allowing 16 uses of the poison, while having another capsule full of Alchemist's Fire, allowing you to add 1d6 fire damage to your attack and set the damaged targets on fire. However, you may not use two liquids simultaneously. Once per day, you may apply every liquid in the blade at once, simultaneously granting their effects for the rest of the round. However, this has dangerous chemical effects, halving any damage dealt by the liquids but adding an additional 1d6 untyped damage per liquid used, and makes the Alchemist's Blade lose use of the capsules for the remainder of the day.<br />
<br />
:''Eviscerating Blade:'' This ability makes your blade even more deadly, especially when targeting vitals. This increases critical threat range by 1 (applied after multipliers), stacking with all other bonuses, increases critical multiplier a step and grants 1d6 Sneak Attack damage. In addition, once per day, you may make a critical hit especially deadly, launching various spike and razors out of the blade. The opponent takes an additional 1d10 piercing and slashing damage per point of critical multiplier and must make a Fortitude save (DC = extra damage dealt) or die. This weakens the blade, making it lose Sneak Attack and bonus critical multiplier for the rest of the day.<br />
<br />
:''Bulwark Blade:'' This ability adds heavy metal plating and the ability to manipulate the blade's shape, making it powerful defensively as well as offensively. This treats the blade as a Heavy Shield of enhancement bonus equal to the blade, granting it's shield bonus as long as you wield the Bulwark Blade in both hands. In addition, whenever you fight defensively or use the full defense action, you gain an additional +2 shield bonus to armor class. Finally, once per day, you may turn the Bulwark Blade into a hulking mass of metal, increasing damage by two steps and adding an additional +3 shield bonus. These effects last 1 minute, at the end of which the Bulwark Blade collapses and cannot be used as a shield for the rest of the day.<br />
<br />
'''{{#anc:Mechanized Body}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The Octons of Mechanus grant the most powerful of Mechanus Knights the secrets of fully mechanizing their bodies. This process is taxing, permanently draining 2 Constitution, but once finished the Knight reaps the benefits of being essentially a sentient golem. The Knight's subtype becomes Construct, and they gain all Construct traits except the lack of a constitution score and the inability to be [[SRD:Raise Dead|''raised'']] or [[SRD:Resurrection|''resurrected'']]. In addition, their newly mechanized body provides a +8 racial bonus to Strength, +4 Natural Armor and, optionally, a nonmagical increase of one size category.<br />
<br />
<br />
==== Human Mechanus Knight Starting Package ====<br />
<br />
'''Weapons:''' Spiked Chain.<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.<br />
<br />
{| class=&quot;{{d20}}&quot;<br />
|-<br />
! class=&quot;left&quot; | Skill || Ranks || Ability || Armor&lt;br/&gt;Check&lt;br/&gt;Penalty<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| class=&quot;left&quot; | Craft (Armorsmithing) || 4 || Int || &amp;mdash;<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| class=&quot;left&quot; | Craft (Weaponsmithing) || 4 || Int || &amp;mdash;<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| class=&quot;left&quot; | Craft (Alchemy) || 4 || Int || &amp;mdash;<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| class=&quot;left&quot; | Knowledge (Architecture and Engineering) || 4 || Int || &amp;mdash;<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| class=&quot;left&quot; | Profession (Smith) || 4 || Wis || &amp;mdash;<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| class=&quot;left&quot; | Ride || 4 || Dex || &amp;mdash;<br />
|}<br />
<br />
'''Feat:''' Combat Expertise.<br />
<br />
'''Bonus Feats:''' Dodge.<br />
<br />
'''Gear:''' Mechanus Gear.<br />
<br />
'''Gold:''' 0 gp<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a Mechanus Knight ====<br />
<br />
'''Religion:''' Essentially every Mechanus Knight worships Primus, the greater diety of Mechanus. Only a few exiled Mechanus Knights shun the god that gave them their knowledge.<br />
<br />
'''Other Classes:''' Mechanus Knights are intimidating but respected. Most martial classes are wary or reverent of their massive bulk and power, even if their skill with a blade is somewhat below them. Skilled classes are impressed by the array of tools and expert craftsmanship of the Knight, though their skillset is quite focused. Spellcasters either abhor Knights for their complete disdain for magic, or respect them for achieving such power without arcane or divine assistance.<br />
<br />
'''Combat:''' In battle, a Mechanus Knight's role varies based on what the Knight has chosen to focus on - some are effective battlefield controllers, others strike hard at the largest enemies, many are tanks and protectors, and others still focus on cutting through swathes of minions. In each role, they must find allies that support them best - Controlling Knights will benefit from martial classes and blasting to protect and supplement damage, single-target Knights work best in otherwise full groups, their role only to ease epic battles against single opponents, protecting Knights should find damaging and controlling allies to protect and to support them, while area-damage Knights should find protective and controlling allies. Many Knights fill several roles - in this case, they need less support from allies..<br />
<br />
'''Advancement:''' The role a Mechanus Knight fits in determines what other classes he might choose. A melee Knight could benefit from levels of Warblade, Fighter or other such martial classes, while a ranged Knight might choose to multiclass Rogue or Ranger. Few knights are also spellcasters, disdaining magic, but those who do practice magic almost exclusively practice divine magic in the name of Primus. <br />
<br />
==== Mechanus Knights in the World ====<br />
<br />
{{quote|Everyone is allowed to pass, but only Mechanus Knights will pass alive. |orig=Colin, Human Mechanus Knight, Gearbreak Point}}<br />
<br />
'''Daily Life:''' Mechanus Knights are the military backbone of Mechanus, fighting with their augmented weaponry with frightening fury. However, those dismissed from combat tend to spend their days as either adventurers or peaceful blacksmiths and engineers.<br />
<br />
'''Notables:''' Colin, Knight of Mechanus leads the good-aligned Knights, while Kyle, Defiler of Mechanus leads evil ones. While both are lawful, they strenuously disagree at how law should be applied. They agreed to simply live and lead without interfering with each other, hoping to appease Primus and show that one way of living is superior. Colin's fighting style kills massive numbers in combat with his Ascendant Blade, whirling and slashing through hundreds at once. He organizes his inferiors into groups by specialty, sending groups usually supported by an Incarnator of Primus to purge the world of anarchy. Many of his followers are also paladins. Kyle's fighting style is of distance, single-target damage, using his lances to efficiently down the biggest threats. He organizes his inferiors by a strict, hereditary hierarchy, and but also sends them in efficient groups to dominate as many cities and villages as possible. Many of his followers are also paladins of tyranny.<br />
<br />
'''Organizations:''' Good aligned Mechanus Knights can find allies, jobs and supplies within Colin's guild, the Crusaders of Mechanus, while Evil aligned Knights can do the same with Kyle's guild, the Descendants of Mechanus. Neutral mercenaries can find work in either location, or hire the Knights for support in causes the guild approves of (for this, the Descendants are much less discriminating, as long as they are payed well).<br />
<br />
'''NPC Reactions:''' Most NPC's are awed by Mechanus Knights. Commoners are simply intimidated by their bulk and strength, leaving them Indifferent for the most part but treated as Friendly if Intimidated. Adepts are also awed, but are usually irritated at the Knight's disdain for magic, leaving them Unfriendly, but Indifferent if Intimidated. Warriors and Experts both find the Knights impressive, and their respect leaves them at Friendly. Aristocracy and nobles are usually afraid of the Knights' power, treating them as Unfriendly, and will generally attempt to undermine or remove any Knights threatening their power.<br />
<br />
==== Mechanus Knight Lore ====<br />
<br />
Characters with ranks in Knowledge (Architecture and Engineering), Knowledge (The Planes), can research Mechanus Knights to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class=&quot;{{d20}}&quot;<br />
|+ &lt;-the appropriate skills-&gt;<br />
! DC || class=&quot;left&quot; | Result<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 5 || class=&quot;left&quot; | Mechanus Knights are huge warriors with massive, steam powered armor.<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 10 || class=&quot;left&quot; | Mechanus Knights are in no way magical, despite their awesome weaponry and defenses.<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 15 || class=&quot;left&quot; | Mechanus Knights usually rely almost exclusively on one weapon and one suit of armor - without it, they are easily defeated, not having the same martial skill as other fighters.<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 20 || class=&quot;left&quot; | Mechanus Knights, upon reaching the final stages of their advancement, become fully mechanized. Until then, despite being encased in metal, a living creature lies within.<br />
|}<br />
<br />
==== Mechanus Knights in the Game ====<br />
<br />
Mechanus Knights can have one of two positions in the world. Some might be outcasts, even madmen - by shunning magic that the world has embraced, they make themselves a target for discrimination and can only strive to prove their worth. Others could be powerful members of one of the Mechanus Knight guilds, who have carved a place for themselves with their powerful (if nonmagical) methods.<br />
<br />
'''Adaptation:''' If the world would not accept any sort of purely technological class, or you are uncomfortable raising the technology level of the world, Mechanus Knights could be described as using alchemy or augmented divine magic from Mechanus to power their arsenals.<br />
<br />
'''Sample Encounter:''' The Crusaders of Mechanus will oppose any evildoers (especially chaotic ones), while the Descendants of Mechanus will undermine and sometimes attack those who thwart their plots.<br />
<br />
''EL 20:'' Exceptionally powerful, Evil, and Chaotic adventurers (especially arcane spellcasters) may find themselves opposed by Colin, Knight of Mechanus, leader of the Crusaders of Mechanus.<br />
<br />
[[Colin,_Knight_of_Mechanus_(3.5e_NPC)|Colin, Knight of Mechanus]] The moment he teleports in, he runs directly into the fray. He then begins attacking in sweeping strikes, using his Whirlwind Attack to injure as many as possible. If the party is stronger than him, he immediately activates his Bulwark Blade ability, and if nearly dead, he uses his Chainblade's ability before fleeing on his mount, using a Wall of Gears to help cover his escape and Celerity to give him a boost. He has a teleport-capable Incarnator ready to teleport in and back out with him as soon as safe, using Celerity to get to a safehouse within a round.<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]][[Category:Combat-Focused]]<br />
[[Category:Skilled]]</div>R2d2gohttp://www.dandwiki.com/wiki/Mechanus_Signifer_(3.5e_Prestige_Class)Mechanus Signifer (3.5e Prestige Class)2014-11-04T05:49:35Z<p>R2d2go: </p>
<hr />
<div>{{requestreview|Newly created&amp;ndash; other [[Meta Pages#Improving, Reviewing, and Removing Articles|Improving, reviewing, or removing]] templates may be required.}}<br />
{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=4/5<br />
|editing=<br />
|type=&lt;!-- What additional roles this class fits (see bottom; e.g. &quot;Good Guy, Combat-Focused&quot;) --&gt;<br />
|desc=&lt;!-- Brief description of the PrC --&gt;<br />
|len=5<br />
|minlvl=7<br />
}}<br />
<br />
==Mechanus Signifer==<br />
<br />
{{quote<br />
|&lt;-Some quote from a character of this class-&gt;<br />
|orig=&lt;-NPC name-&gt;, &lt;-race-&gt; &lt;-class-&gt;<br />
|src=&lt;!--The source of the quote (manuscript, book, etc)--&gt;<br />
}}<br />
<br />
{{Section Description Needed}}<br />
<br />
&lt;-fluff about this prestige class-&gt;<br />
<br />
===Becoming a Mechanus Signifer===<br />
<br />
A Mechanus Signifer is a flag-bearer for the Mechanus Knights. His abilities allow him to greatly enhance many allies at once, <br />
<br />
&lt;!-- remove or add requirements as necessary --&gt;<br />
{| class=&quot;d20 dragon monstats&quot; cellspacing=&quot;0&quot; cellpadding=&quot;0&quot;<br />
|+ style=&quot;font-size: larger; white-space: nowrap;&quot; | Entry Requirements<br />
|-<br />
! Alignment:<br />
| Lawful.<br />
|-<br />
! Base Attack Bonus:<br />
| +11, or Spellcasting (see below).<br />
|-<br />
! Spellcasting:<br />
| 6th level Incarnator spellcasting or +11 BAB (see above).<br />
|-<br />
! Patron:<br />
| Primus (God of Mechanus).<br />
|-<br />
! Special:<br />
| Must be an active part of a Mechanus Legion, and thus be a Mechanus Knight or Incarnator.<br />
|} <br />
<br />
{| class=&quot;{{d20}}&quot;<br />
|+ &lt;div&gt;{{#anc:Table: The Mechanus Signifer}}&lt;/div&gt;<br />
&lt;p&gt;Hit Die: d10&lt;/p&gt;<br />
|-<br />
! rowspan=&quot;2&quot; | Level<br />
! rowspan=&quot;2&quot; | [[BAB|Base&lt;br/&gt;Attack Bonus]]<br />
! colspan=&quot;3&quot; | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan=&quot;2&quot; | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 1st || +1 || +2 || +2 || +2<br />
| class=&quot;left&quot; | Mechanus Advancement, Rallying Flag<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 2nd || +2 || +3 || +3 || +3<br />
| class=&quot;left&quot; | <br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 3rd || +3 || +3 || +3 || +3<br />
| class=&quot;left&quot; | Rallying Spells<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 4th || +4 || +4 || +4 || +4<br />
| class=&quot;left&quot; | <br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 5th || +5 || +4 || +4 || +4<br />
| class=&quot;left&quot; | Aquilifer<br />
|-<br />
| colspan=&quot;42&quot; class=&quot;skill&quot; |<br />
'''Class Skills (&lt;-skill points-&gt; + [[Int]] modifier per level)'''&lt;br/&gt;<br />
&lt;-list of class skills-&gt;.<br />
|}<br />
<br />
====Class Features====<br />
<br />
Mechanus Signifers are high ranking Mechanus Knights chosen to bear the flag of their legion. They grant bonuses to all nearby allies and can cast spells to fortify them further. All of the following are class features of the Mechanus Signifer.<br />
<br />
'''{{#anc:Mechanus Advancement}}:''' Signifer levels stack with Mechanus Knight levels for gaining Mechanus Armor, and Incarnator levels for spells. See Adaptation under Mechanus Signifers in the Game for other options.<br />
<br />
'''{{#anc:Rallying Flag}} ([[Ex]]/[[Sp]]):''' At first level, a Mechanus Flagbearer gains a special flag, bearing the symbol of his legion or century. Each type of flag grants a moral bonus to all within 100 feet (an extraordinary effect), and can create an effect on all allies within 100 feet once per day with caster level equal to Mechanus Knight levels (a divine, spell-like effect). The flagpole has 40 hp and 20 hardness, and is made of adamantine, while the flag is magical and self-repairing.<br />
<br />
*''Ferrata'' (Ironclad): This flag bears a wolf's head and &quot;I&quot;. Grants +2 to armor class, and can cast [[SRD:Stoneskin|Stoneskin]].<br />
*''Victrix'' (Victorious): This flag bears a bull's head and &quot;II&quot;. Grants +1 to attack rolls, saves and skill checks, and can cast [[SRD:Greater Heroism|Greater Heroism]].<br />
*''Firma'' (Steadfast): This flag bears a pegasus and &quot;III&quot;. Grants +4 to ability checks made to resist being bull rushed or tripped, and can cast [[SRD:Immovability|Immovability]].<br />
*''Gemina'' (Twin): This flag bears two human silhouettes and &quot;IV&quot;. Creates an identical image adjacent to benefiting creatures, granting a 20% miss chance, and can cast Greater Mirror Image, which always grants 8 mirror images to start.<br />
*''Classica'' (Naval): This flag bears a trident and &quot;V&quot;. Grants all allies +10 to swim checks and +4 to checks related to ships, and can cast Nixie's Grace.<br />
*''Equestris'' (Mounted): This flag bears a horse head and &quot;VI&quot;. Grants all allies +4 to ride checks, and can cast Master Cavalier, Phantom Charge and War-Mount with one cast.<br />
*''Fulminata'' (Armed with Lightning): This flag bears a lightning bolt and &quot;VII&quot;. Grants all allies +1d6 electric damage to their weapon attacks, and can cast Sakkratar's Triple Strike (but with shocking burst instead of flaming).<br />
*''Dux'' (Leader): This flag bears a crown and &quot;VIII&quot;. Grants all allies Righteous Aura, and can cast Righteous Wrath of the Faithful (from Complete Divine).<br />
<br />
'''{{#anc:Rallying Spells}} :''' At third level, a Signifer can make any spell or oil from Fuel Lines effect all allies within 100 feet. The spell cannot have a range of personal. He may use this ability once per day per spell level, up to a spell level equal to his level in Signifer.<br />
<br />
'''{{#anc:Aquilifer}}:''' At fifth level, a Signifer becomes an Aquilifer, the highest ranking flag bearer in a legion. He gets an improved flag that allows the spell effect twice per day and doubles the static bonus, and the flag becomes indestructible as long as the Aquilifer is alive. Additionally, once per year, he can instantly summon his century (see [[Mechanus Century]]) (note until that page is made: 16 lantern archons, 28 melee Mechanus Knights and 12 archers each at first level, plus 3 third level Incarnators, 2 second level snipers, 4 second level Mechanus Knight shield bearers, and two Mechanus Knights or Incarnators at sixth and seventh level.)<br />
<br />
<br />
====Ex-Mechanus Signifers====<br />
<br />
Those who do not meet the requirements for becoming a Mechanus Signifer immediately lose all class abilities except Mechanus Advancement.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Mechanus Signifer====<br />
<br />
'''Combat:''' Mechanus Signifers support their allies, usually a mass surrounding them to get the most benefit of the flag's abilities.<br />
<br />
'''Advancement:''' Further levels in Incarnator or Mechanus Knight are standard advancement paths.<br />
<br />
'''Resources:''' The Legion provides food and shelter to all members within, as well as a salary in magic items as appropriate, in exchange for the Signifer's devoted services.<br />
<br />
====Mechanus Signifers in the World====<br />
<br />
{{quote|Twelth Legion, to me!|4=Sophos, Human Mechanus Knight/Signifer}}<br />
<br />
Mechanus Signifers live exclusively in the Legion, fighting as necessary.<br />
<br />
'''NPC Reactions:''' As a prestige class, Signifer doesn't change much in terms of reactions compared to the base class.<br />
<br />
====Mechanus Signifer Lore====<br />
<br />
Characters with ranks in Knowledge (The Planes), Knowledge (Religion), or Knowledge (Local) in an area which the Legion frequents can research Mechanus Signifers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class=&quot;d20&quot; {{#vardefine: odd | 0}}<br />
|+ Knowledge (The Planes, Religion, Local)<br />
! DC || class=&quot;left&quot; | Result<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 11 || class=&quot;left&quot; | Mechanus Signifers bear magic flags which support their allies.<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 16 || class=&quot;left&quot; | Each flag has it's own unique aura as well as the ability to create a powerful effect once per day.<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 21 || class=&quot;left&quot; | Some Signifers can cast other spells to affect all around them, not just the one stored in the flag.<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 26 || class=&quot;left&quot; | The strongest of Signifers have flags that are entirely indestructible, with even stronger effects.<br />
|}<br />
<br />
====Mechanus Signifers in the Game====<br />
<br />
Mechanus Signifers exclusively fight in the Legion. Fight a century of the Legion, and you will fight one of these.<br />
<br />
'''Adaptation:''' This class can provide a flag-bearer for any army. If you don't want to use Mechanus Knight or Incarnator, you can change the requirement to 6th level casting in another class. You can also change the advancement to fit another class, granting full progression.<br />
<br />
'''Sample Encounter:''' Seventh Legion Fulminata is a powerful enemy to make. If the party inadvertently (or intentionally) offends them, they could find themselves chased by a Century of the legion.<br />
<br />
''EL 15:'' &lt;-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter-&gt;<br />
<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Divine Spellcasting]]</div>R2d2gohttp://www.dandwiki.com/wiki/Mechanus_Signifer_(3.5e_Prestige_Class)Mechanus Signifer (3.5e Prestige Class)2014-11-04T05:33:50Z<p>R2d2go: </p>
<hr />
<div>{{requestreview|Newly created&amp;ndash; other [[Meta Pages#Improving, Reviewing, and Removing Articles|Improving, reviewing, or removing]] templates may be required.}}<br />
{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=&lt;!-- level of completion --&gt;<br />
|editing=<br />
|type=&lt;!-- What additional roles this class fits (see bottom; e.g. &quot;Good Guy, Combat-Focused&quot;) --&gt;<br />
|desc=&lt;!-- Brief description of the PrC --&gt;<br />
|len=5<br />
|minlvl=7<br />
}}<br />
<br />
==&lt;-class name-&gt;==<br />
<br />
{{quote<br />
|&lt;-Some quote from a character of this class-&gt;<br />
|orig=&lt;-NPC name-&gt;, &lt;-race-&gt; &lt;-class-&gt;<br />
|src=&lt;!--The source of the quote (manuscript, book, etc)--&gt;<br />
}}<br />
<br />
{{Section Description Needed}}<br />
<br />
&lt;-fluff about this prestige class-&gt;<br />
<br />
===Becoming a Mechanus Signifer===<br />
<br />
A Mechanus Signifer is a flag-bearer for the Mechanus Knights. His abilities allow him to greatly enhance many allies at once, <br />
<br />
&lt;!-- remove or add requirements as necessary --&gt;<br />
{| class=&quot;d20 dragon monstats&quot; cellspacing=&quot;0&quot; cellpadding=&quot;0&quot;<br />
|+ style=&quot;font-size: larger; white-space: nowrap;&quot; | Entry Requirements<br />
|-<br />
! Alignment:<br />
| Lawful.<br />
|-<br />
! Base Attack Bonus:<br />
| +11, or Spellcasting (see below).<br />
|-<br />
! Spellcasting:<br />
| 6th level Incarnator spellcasting or +11 BAB (see above).<br />
|-<br />
! Patron:<br />
| Primus (God of Mechanus).<br />
|-<br />
! Special:<br />
| Must be an active part of a Mechanus Legion, and thus be a Mechanus Knight or Incarnator.<br />
|} <br />
<br />
{| class=&quot;{{d20}}&quot;<br />
|+ &lt;div&gt;{{#anc:Table: The &lt;-class name-&gt;}}&lt;/div&gt;<br />
&lt;p&gt;Hit Die: d&lt;-die size-&gt;&lt;/p&gt;<br />
|-<br />
! rowspan=&quot;2&quot; | Level<br />
! rowspan=&quot;2&quot; | [[BAB|Base&lt;br/&gt;Attack Bonus]]<br />
! colspan=&quot;3&quot; | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan=&quot;2&quot; | Special<br />
! rowspan=&quot;2&quot; | [[#Spellcasting|Spellcasting]] or [[#Manifesting|Manifesting]]&lt;!-- for classes that build on pre-existing spellcasting/manifesting ability--&gt;<br />
! colspan=&quot;10&quot; | [[#Spells|Spells per Day]]&lt;!-- for classes that have their own spellcasting progression--&gt;<br />
! rowspan=&quot;2&quot; | [[#Power Points/Day|Power&lt;br/&gt;Points/Day]]<br />
! rowspan=&quot;2&quot; | [[#Powers Known|Powers&lt;br/&gt;Known]]<br />
! rowspan=&quot;2&quot; | [[#Maximum Power Level Known|Maximum Power&lt;br/&gt;Level Known]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 1st || +1 || +2 || +2 || +2<br />
| class=&quot;left&quot; | Mechanus Advancement, Rallying Flag<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 2nd || +2 || +3 || +3 || +3<br />
| class=&quot;left&quot; | <br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 3rd || +3 || +3 || +3 || +3<br />
| class=&quot;left&quot; | Rallying Spells<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 4th || +4 || +4 || +4 || +4<br />
| class=&quot;left&quot; | <br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 5th || +5 || +4 || +4 || +4<br />
| class=&quot;left&quot; | Aquilifer<br />
|-<br />
| colspan=&quot;42&quot; class=&quot;skill&quot; |<br />
'''Class Skills (&lt;-skill points-&gt; + [[Int]] modifier per level)'''&lt;br/&gt;<br />
&lt;-list of class skills-&gt;.<br />
|}<br />
<br />
====Class Features====<br />
<br />
Mechanus Signifers are high ranking Mechanus Knights chosen to bear the flag of their legion. They grant bonuses to all nearby allies and can cast spells to fortify them further. All of the following are class features of the Mechanus Signifer.<br />
<br />
'''{{#anc:Mechanus Advancement}}:''' Signifer levels stack with Mechanus Knight levels for gaining Mechanus Armor, and Incarnator levels for spells. See Adaptation under Mechanus Signifers in the Game for other options.<br />
<br />
'''{{#anc:Rallying Flag}} ([[Ex]]/[[Sp]]):''' At first level, a Mechanus Flagbearer gains a special flag, bearing the symbol of his legion or century. Each type of flag grants a moral bonus to all within 100 feet (an extraordinary effect), and can create an effect on all allies within 100 feet once per day with caster level equal to Mechanus Knight levels (a divine, spell-like effect). The flagpole has 40 hp and 20 hardness, and is made of adamantine, while the flag is magical and self-repairing.<br />
<br />
*''Ferrata'' (Ironclad): This flag bears a wolf's head and &quot;I&quot;. Grants +2 to armor class, and can cast [[SRD:Stoneskin|Stoneskin]].<br />
*''Victrix'' (Victorious): This flag bears a bull's head and &quot;II&quot;. Grants +1 to attack rolls, saves and skill checks, and can cast [[SRD:Greater Heroism|Greater Heroism]].<br />
*''Firma'' (Steadfast): This flag bears a pegasus and &quot;III&quot;. Grants +4 to ability checks made to resist being bull rushed or tripped, and can cast [[SRD:Immovability|Immovability]].<br />
*''Gemina'' (Twin): This flag bears two human silhouettes and &quot;IV&quot;. Creates an identical image adjacent to benefiting creatures, granting a 20% miss chance, and can cast Greater Mirror Image, which always grants 8 mirror images to start.<br />
*''Classica'' (Naval): This flag bears a trident and &quot;V&quot;. Grants all allies +10 to swim checks and +4 to checks related to ships, and can cast Nixie's Grace.<br />
*''Equestris'' (Mounted): This flag bears a horse head and &quot;VI&quot;. Grants all allies +4 to ride checks, and can cast Master Cavalier, Phantom Charge and War-Mount with one cast.<br />
*''Fulminata'' (Armed with Lightning): This flag bears a lightning bolt and &quot;VII&quot;. Grants all allies +1d6 electric damage to their weapon attacks, and can cast Sakkratar's Triple Strike (but with shocking burst instead of flaming).<br />
*''Dux'' (Leader): This flag bears a crown and &quot;VIII&quot;. Grants all allies Righteous Aura, and can cast Righteous Wrath of the Faithful (from Complete Divine).<br />
<br />
'''{{#anc:Rallying Spells}} :''' At third level, a Signifer can make any spell or oil from Fuel Lines effect all allies within 100 feet. The spell cannot have a range of personal. He may use this ability once per day per spell level, up to a spell level equal to his level in Signifer.<br />
<br />
'''{{#anc:Aquilifer}}:''' At fifth level, a Signifer becomes an Aquilifer, the highest ranking flag bearer in a legion. He gets an improved flag that allows the spell effect twice per day and doubles the static bonus, and the flag becomes indestructible as long as the Aquilifer is alive. Additionally, once per year, he can instantly summon his century (see [[Mechanus Century]]) (note until that page is made: 16 lantern archons, 28 melee Mechanus Knights and 12 archers each at first level, plus 3 third level Incarnators, 2 second level snipers, 4 second level Mechanus Knight shield bearers, and two Mechanus Knights or Incarnators at sixth and seventh level.)<br />
<br />
<br />
====Ex-Mechanus Signifers====<br />
<br />
Those who do not meet the requirements for becoming a Mechanus Signifer immediately lose all class abilities except Mechanus Advancement.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Mechanus Signifer====<br />
<br />
'''Combat:''' Mechanus Signifers support their allies, usually a mass surrounding them to get the most benefit of the flag's abilities.<br />
<br />
'''Advancement:''' Further levels in Incarnator or Mechanus Knight are standard advancement paths.<br />
<br />
'''Resources:''' The Legion provides food and shelter to all members within, as well as a salary in magic items as appropriate, in exchange for the Signifer's devoted services.<br />
<br />
====Mechanus Signifers in the World====<br />
<br />
{{quote|Twelth Legion, to me!|4=Sophos, Human Mechanus Knight/Signifer}}<br />
<br />
Mechanus Signifers live exclusively in the Legion, fighting as necessary.<br />
<br />
'''NPC Reactions:''' As a prestige class, Signifer doesn't change much in terms of reactions compared to the base class.<br />
<br />
====Mechanus Signifer Lore====<br />
<br />
Characters with ranks in Knowledge (The Planes), Knowledge (Religion), or Knowledge (Local) in an area which the Legion frequents can research Mechanus Signifers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class=&quot;d20&quot; {{#vardefine: odd | 0}}<br />
|+ Knowledge (The Planes, Religion, Local)<br />
! DC || class=&quot;left&quot; | Result<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 11 || class=&quot;left&quot; | Mechanus Signifers bear magic flags which support their allies.<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 16 || class=&quot;left&quot; | Each flag has it's own unique aura as well as the ability to create a powerful effect once per day.<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 21 || class=&quot;left&quot; | Some Signifers can cast other spells to affect all around them, not just the one stored in the flag.<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 26 || class=&quot;left&quot; | The strongest of Signifers have flags that are entirely indestructible, with even stronger effects.<br />
|}<br />
<br />
====Mechanus Signifers in the Game====<br />
<br />
Mechanus Signifers exclusively fight in the Legion. Fight a century of the Legion, and you will fight one of these.<br />
<br />
'''Adaptation:''' This class can provide a flag-bearer for any army. If you don't want to use Mechanus Knight or Incarnator, you can change the requirement to 6th level casting in another class. You can also change the advancement to fit another class, granting full progression.<br />
<br />
'''Sample Encounter:''' Seventh Legion Fulminata is a powerful enemy to make. If the party inadvertently (or intentionally) offends them, they could find themselves chased by a Century of the legion.<br />
<br />
''EL 15:'' &lt;-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter-&gt;<br />
<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Divine Spellcasting]]</div>R2d2gohttp://www.dandwiki.com/wiki/Mechanus_Signifer_(3.5e_Prestige_Class)Mechanus Signifer (3.5e Prestige Class)2014-11-04T05:32:11Z<p>R2d2go: </p>
<hr />
<div>{{requestreview|Newly created&amp;ndash; other [[Meta Pages#Improving, Reviewing, and Removing Articles|Improving, reviewing, or removing]] templates may be required.}}<br />
{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=&lt;!-- level of completion --&gt;<br />
|editing=<br />
|type=&lt;!-- What additional roles this class fits (see bottom; e.g. &quot;Good Guy, Combat-Focused&quot;) --&gt;<br />
|desc=&lt;!-- Brief description of the PrC --&gt;<br />
|len=5<br />
|minlvl=7<br />
}}<br />
<br />
==&lt;-class name-&gt;==<br />
<br />
{{quote<br />
|&lt;-Some quote from a character of this class-&gt;<br />
|orig=&lt;-NPC name-&gt;, &lt;-race-&gt; &lt;-class-&gt;<br />
|src=&lt;!--The source of the quote (manuscript, book, etc)--&gt;<br />
}}<br />
<br />
{{Section Description Needed}}<br />
<br />
&lt;-fluff about this prestige class-&gt;<br />
<br />
===Becoming a Mechanus Signifer===<br />
<br />
A Mechanus Signifer is a flag-bearer for the Mechanus Knights. His abilities allow him to greatly enhance many allies at once, <br />
<br />
&lt;!-- remove or add requirements as necessary --&gt;<br />
{| class=&quot;d20 dragon monstats&quot; cellspacing=&quot;0&quot; cellpadding=&quot;0&quot;<br />
|+ style=&quot;font-size: larger; white-space: nowrap;&quot; | Entry Requirements<br />
|-<br />
! Alignment:<br />
| Lawful.<br />
|-<br />
! Base Attack Bonus:<br />
| +11, or Spellcasting (see below).<br />
|-<br />
! Spellcasting:<br />
| 6th level Incarnator spellcasting or +11 BAB (see above).<br />
|-<br />
! Patron:<br />
| Primus (God of Mechanus).<br />
|-<br />
! Special:<br />
| Must be an active part of a Mechanus Legion, and thus be a Mechanus Knight or Incarnator.<br />
|} <br />
<br />
{| class=&quot;{{d20}}&quot;<br />
|+ &lt;div&gt;{{#anc:Table: The &lt;-class name-&gt;}}&lt;/div&gt;<br />
&lt;p&gt;Hit Die: d&lt;-die size-&gt;&lt;/p&gt;<br />
|-<br />
! rowspan=&quot;2&quot; | Level<br />
! rowspan=&quot;2&quot; | [[BAB|Base&lt;br/&gt;Attack Bonus]]<br />
! colspan=&quot;3&quot; | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan=&quot;2&quot; | Special<br />
! rowspan=&quot;2&quot; | [[#Spellcasting|Spellcasting]] or [[#Manifesting|Manifesting]]&lt;!-- for classes that build on pre-existing spellcasting/manifesting ability--&gt;<br />
! colspan=&quot;10&quot; | [[#Spells|Spells per Day]]&lt;!-- for classes that have their own spellcasting progression--&gt;<br />
! rowspan=&quot;2&quot; | [[#Power Points/Day|Power&lt;br/&gt;Points/Day]]<br />
! rowspan=&quot;2&quot; | [[#Powers Known|Powers&lt;br/&gt;Known]]<br />
! rowspan=&quot;2&quot; | [[#Maximum Power Level Known|Maximum Power&lt;br/&gt;Level Known]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 1st || +1 || +2 || +2 || +2<br />
| class=&quot;left&quot; | Mechanus Advancement, Rallying Flag<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 2nd || +2 || +3 || +3 || +3<br />
| class=&quot;left&quot; | <br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 3rd || +3 || +3 || +3 || +3<br />
| class=&quot;left&quot; | Rallying Spells<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 4th || +4 || +4 || +4 || +4<br />
| class=&quot;left&quot; | <br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 5th || +5 || +4 || +4 || +4<br />
| class=&quot;left&quot; | Aquilifer<br />
|-<br />
| colspan=&quot;42&quot; class=&quot;skill&quot; |<br />
'''Class Skills (&lt;-skill points-&gt; + [[Int]] modifier per level)'''&lt;br/&gt;<br />
&lt;-list of class skills-&gt;.<br />
|}<br />
<br />
====Class Features====<br />
<br />
Mechanus Signifers are high ranking Mechanus Knights chosen to bear the flag of their legion. They grant bonuses to all nearby allies and can cast spells to fortify them further. All of the following are class features of the Mechanus Signifer.<br />
<br />
'''{{#anc:Mechanus Advancement}}:''' Signifer levels stack with Mechanus Knight levels for gaining Mechanus Armor, and Incarnator levels for spells. See Adaptation under Mechanus Signifers in the Game for other options.<br />
<br />
'''{{#anc:Rallying Flag}} ([[Ex]]/[[Sp]]):''' At first level, a Mechanus Flagbearer gains a special flag, bearing the symbol of his legion or century. Each type of flag grants a moral bonus to all within 100 feet (an extraordinary effect), and can create an effect on all allies within 100 feet once per day with caster level equal to Mechanus Knight levels (a divine, spell-like effect). The flagpole has 40 hp and 20 hardness, and is made of adamantine, while the flag is magical and self-repairing.<br />
<br />
*''Ferrata'' (Ironclad): This flag bears a wolf's head and &quot;I&quot;. Grants +2 to armor class, and can cast [[SRD:Stoneskin|Stoneskin]].<br />
*''Victrix'' (Victorious): This flag bears a bull's head and &quot;II&quot;. Grants +1 to attack rolls, saves and skill checks, and can cast [[SRD:Greater Heroism|Greater Heroism]].<br />
*''Firma'' (Steadfast): This flag bears a pegasus and &quot;III&quot;. Grants +4 to ability checks made to resist being bull rushed or tripped, and can cast [[SRD:Immovability|Immovability]].<br />
*''Gemina'' (Twin): This flag bears two human silhouettes and &quot;IV&quot;. Creates an identical image adjacent to benefiting creatures, granting a 20% miss chance, and can cast Greater Mirror Image, which always grants 8 mirror images to start.<br />
*''Classica'' (Naval): This flag bears a trident and &quot;V&quot;. Grants all allies +10 to swim checks and +4 to checks related to ships, and can cast Nixie's Grace.<br />
*''Equestris'' (Mounted): This flag bears a horse head and &quot;VI&quot;. Grants all allies +4 to ride checks, and can cast Master Cavalier, Phantom Charge and War-Mount with one cast.<br />
*''Fulminata'' (Armed with Lightning): This flag bears a lightning bolt and &quot;VII&quot;. Grants all allies +1d6 electric damage to their weapon attacks, and can cast Sakkratar's Triple Strike (but with shocking burst instead of flaming).<br />
*''Dux'' (Leader): This flag bears a crown and &quot;VIII&quot;. Grants all allies Righteous Aura, and can cast Righteous Wrath of the Faithful (from Complete Divine).<br />
<br />
'''{{#anc:Rallying Spells}} :''' At third level, once per day, a Signifer can make any spell or oil from Fuel Lineseffect all allies within 100 feet. The spell cannot have a range of personal.<br />
<br />
'''{{#anc:Aquilifer}}:''' At fifth level, a Signifer becomes an Aquilifer, the highest ranking flag bearer in a legion. He gets an improved flag that allows the spell effect twice per day and doubles the static bonus, and the flag becomes indestructible as long as the Aquilifer is alive. Additionally, once per year, he can instantly summon his century (see [[Mechanus Century]]) (note until that page is made: 16 lantern archons, 28 melee Mechanus Knights and 12 archers each at first level, plus 3 third level Incarnators, 2 second level snipers, 4 second level Mechanus Knight shield bearers, and two Mechanus Knights or Incarnators at sixth and seventh level.)<br />
<br />
<br />
====Ex-Mechanus Signifers====<br />
<br />
Those who do not meet the requirements for becoming a Mechanus Signifer immediately lose all class abilities except Mechanus Advancement.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Mechanus Signifer====<br />
<br />
'''Combat:''' Mechanus Signifers support their allies, usually a mass surrounding them to get the most benefit of the flag's abilities.<br />
<br />
'''Advancement:''' Further levels in Incarnator or Mechanus Knight are standard advancement paths.<br />
<br />
'''Resources:''' The Legion provides food and shelter to all members within, as well as a salary in magic items as appropriate, in exchange for the Signifer's devoted services.<br />
<br />
====Mechanus Signifers in the World====<br />
<br />
{{quote|Twelth Legion, to me!|4=Sophos, Human Mechanus Knight/Signifer}}<br />
<br />
Mechanus Signifers live exclusively in the Legion, fighting as necessary.<br />
<br />
'''NPC Reactions:''' As a prestige class, Signifer doesn't change much in terms of reactions compared to the base class.<br />
<br />
====Mechanus Signifer Lore====<br />
<br />
Characters with ranks in Knowledge (The Planes), Knowledge (Religion), or Knowledge (Local) in an area which the Legion frequents can research Mechanus Signifers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class=&quot;d20&quot; {{#vardefine: odd | 0}}<br />
|+ Knowledge (The Planes, Religion, Local)<br />
! DC || class=&quot;left&quot; | Result<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 11 || class=&quot;left&quot; | Mechanus Signifers bear magic flags which support their allies.<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 16 || class=&quot;left&quot; | Each flag has it's own unique aura as well as the ability to create a powerful effect once per day.<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 21 || class=&quot;left&quot; | Some Signifers can cast other spells to affect all around them, not just the one stored in the flag.<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 26 || class=&quot;left&quot; | The strongest of Signifers have flags that are entirely indestructible, with even stronger effects.<br />
|}<br />
<br />
====Mechanus Signifers in the Game====<br />
<br />
Mechanus Signifers exclusively fight in the Legion. Fight a century of the Legion, and you will fight one of these.<br />
<br />
'''Adaptation:''' This class can provide a flag-bearer for any army. If you don't want to use Mechanus Knight or Incarnator, you can change the requirement to 6th level casting in another class. You can also change the advancement to fit another class, granting full progression.<br />
<br />
'''Sample Encounter:''' Seventh Legion Fulminata is a powerful enemy to make. If the party inadvertently (or intentionally) offends them, they could find themselves chased by a Century of the legion.<br />
<br />
''EL 15:'' &lt;-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter-&gt;<br />
<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Divine Spellcasting]]</div>R2d2gohttp://www.dandwiki.com/wiki/Incarnator_(3.5e_Class)Incarnator (3.5e Class)2014-11-04T05:24:43Z<p>R2d2go: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=4.5/5<br />
|editing=<br />
|type= -<br />
|desc=A graft-based casting class.<br />
}}<br />
<br />
== Incarnator ==<br />
<br />
Incarnators are literally &quot;ones who embody in flesh&quot;. More specifically, they are fleshgrafters - masters of taking from one species and adding to another. Through their skill in this macabre art, they empower themselves and make empowering<br />
<br />
=== Making an Incarnator ===<br />
<br />
Incarnators have two roles: that of a grafter, and that of a caster. As a grafter, Incarnators make the entire party more powerful, apply grafts with absurd speed and efficiency. This role is similar to that of a buffing caster, or a supporting bard. As a caster, they have spells nearly limited to only one school, but with less restrictions than any other caster in other aspects. This makes them highly effective with whatever spells they ''do'' know.<br />
<br />
'''Abilities:''' As the primary casting statistic, Intelligence is by far the most important statistic. All other statistics are optional, but Constitution would be a second choice. Those planning to dabble in melee would likely choose Strength or Dexterity as a third statistic, while those piling grafts such as Fiendish grafts might want Wisdom for the bonus to Will saves.<br />
<br />
'''Races:''' Certain elves do well as Incarnators with their increased intelligence, while the Human's extra adaptability is always appreciated. Warforged (especially those associated with the Mechanus Knights) also make up a significant portion of Incarnators, though they often have difficulty with some grafts.<br />
<br />
'''Alignment:''' Any.<br />
<br />
'''Starting Gold:''' 4d4&amp;times;10 gp.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Complex.<br />
<br />
{| class=&quot;d20&quot;<br />
|+<br />
&lt;div&gt;{{#anc:Table: The Incarnator}}&lt;/div&gt;<br />
Hit Die: d8<br />
|-<br />
! rowspan=&quot;2&quot; | Level<br />
! rowspan=&quot;2&quot; | [[BAB|Base&lt;br/&gt;Attack Bonus]]<br />
! colspan=&quot;3&quot; | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan=&quot;2&quot; | Special<br />
! rowspan=&quot;2&quot; | Graft Reserve EXP<br />
! rowspan=&quot;2&quot; | Metamorphosis<br />
! colspan=&quot;10&quot; | [[#Spells|Spells per Day]]<br />
|- {{#vardefine:odd|0}}<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
! 0 || 1&lt;sup&gt;st&lt;/sup&gt; || 2&lt;sup&gt;nd&lt;/sup&gt; || 3&lt;sup&gt;rd&lt;/sup&gt; || 4&lt;sup&gt;th&lt;/sup&gt; || 5&lt;sup&gt;th&lt;/sup&gt; || 6&lt;sup&gt;th&lt;/sup&gt; || 7&lt;sup&gt;th&lt;/sup&gt; || 8&lt;sup&gt;th&lt;/sup&gt; || 9&lt;sup&gt;th&lt;/sup&gt;<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|1st|| class=&quot;left&quot; | +0 || +2 || +0 || +2<br />
| class=&quot;left&quot; | Familiar, Graft Reserve || 100 || 0<br />
|5||3||—||—||—||—||—||—||—||—<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|2nd|| class=&quot;left&quot; | +1 || +3 || +0 || +3<br />
| class=&quot;left&quot; | Metamorphosis || 200 || 1<br />
|6||4||—||—||—||—||—||—||—||—<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|3rd|| class=&quot;left&quot; | +1 || +3 || +1 || +3<br />
| class=&quot;left&quot; | Advanced Learning || 600 || 1<br />
|6||5||3||—||—||—||—||—||—||—<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|4th||class=&quot;left&quot; | +2 || +4 || +1 || +4<br />
| class=&quot;left&quot; | || 800 || 1<br />
|6||6||4||—||—||—||—||—||—||—<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|5th||class=&quot;left&quot; | +2 || +4 || +1 || +4<br />
| class=&quot;left&quot; | || 1100 || 1<br />
|6||6||5||3||—||—||—||—||—||—<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|6th||class=&quot;left&quot; | +3 || +5 || +2 || +5<br />
| class=&quot;left&quot; | || 1400 || 2<br />
|6||6||6||4||—||—||—||—||—||—<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|7th||class=&quot;left&quot; | +3 || +5 || +2 || +5<br />
| class=&quot;left&quot; | Advanced Learning || 1800 || 2<br />
|6||6||6||5||3||—||—||—||—||—<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|8th||class=&quot;left&quot; | +4 || +6 || +2 || +6<br />
| class=&quot;left&quot; | || 2200 || 2<br />
|6||6||6||6||4||—||—||—||—||—<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|9th||class=&quot;left&quot; | +4 || +6 || +3 || +6<br />
| class=&quot;left&quot; | || 2600 || 2<br />
|6||6||6||6||5||3||—||—||—||—<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|10th||class=&quot;left&quot; | +5 || +7 || +3 || +7<br />
| class=&quot;left&quot; | || 3000 || 3<br />
|6||6||6||6||6||4||—||—||—||—<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|11th||class=&quot;left&quot; | +5 || +7 || +3 || +7<br />
| class=&quot;left&quot; | Advanced Learning || 3500 || 3<br />
|6||6||6||6||6||5||3||—||—||—<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|12th||class=&quot;left&quot; | +6/+1 || +8 || +4 || +8<br />
| class=&quot;left&quot; | || 4000 || 3<br />
|6||6||6||6||6||6||4||—||—||—<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|13th||class=&quot;left&quot; | +6/+1 || +8 || +4 || +8<br />
| class=&quot;left&quot; | || 4500 || 3<br />
|6||6||6||6||6||6||5||3||—||—<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|14th||class=&quot;left&quot; | +7/+2 || +9 || +4 || +9<br />
| class=&quot;left&quot; | || 5000 || 4<br />
|6||6||6||6||6||6||6||4||—||—<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|15th||class=&quot;left&quot; | +7/+2 || +9 || +5 || +9<br />
| class=&quot;left&quot; | Advanced Learning || 5500 || 4<br />
|6||6||6||6||6||6||6||5||3||—<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|16th||class=&quot;left&quot; | +8/+3 || +10 || +5 || +10<br />
| class=&quot;left&quot; | || 6100 || 4<br />
|6||6||6||6||6||6||6||6||4||—<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|17th||class=&quot;left&quot; | +8/+3 || +10 || +5 || +10<br />
| class=&quot;left&quot; | || 6700 || 4<br />
|6||6||6||6||6||6||6||6||5||3<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|18th||class=&quot;left&quot; | +9/+4 || +11 || +6 || +11<br />
| class=&quot;left&quot; | || 7300 || 5<br />
|6||6||6||6||6||6||6||6||6||4<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|19th||class=&quot;left&quot; | +9/+4 || +6 || +6 || +11<br />
| class=&quot;left&quot; | Advanced Learning || 7900 || 5<br />
|6||6||6||6||6||6||6||6||6||5<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|20th||class=&quot;left&quot; | +10/+5 || +6 || +6 || +12<br />
| class=&quot;left&quot; | Malleable Form || 8500 || 5<br />
|6||6||6||6||6||6||6||6||6||6<br />
|-<br />
| colspan=&quot;42&quot; class=&quot;skill&quot; |<br />
'''Class Skills (&lt;-number of skill points-&gt; + [[SRD:Intelligence|Int]] modifier per level, &amp;times;4 at 1st level)'''&lt;br/&gt;<br />
&lt;-class skills (and key abilities)-&gt;.<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
Incarnators are born fleshgrafters. All of their abilities and spells are dedicated to manipulating and augmenting flesh. All of the following are class features of the Incarnator.<br />
<br />
'''Weapon and Armor Proficiency:''' Incarnators are proficient in simple weapons and light armor; they are often born for battle but, as casters, they don't know how to use more than the most basic of equipment.<br />
<br />
'''{{#anc:Spells}}:''' Incarnator spells are entirely based upon modifying the body - as such, they have expansive knowledge on spells that do so but little of any other magic. Spell save DC and bonus spells per day are based on Intelligence. Incarnators choose their spells from any spell list, but can only cast Transmutation spells (excluding Anyspell and variants), Conjuration (Creation) spells, and spells required for grafts.<br />
<br />
'''{{#anc:Improved Grafting}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Incarnators are expert grafters, able to make them with speed and skill unmatched by any other. They gain a bonus to skill checks during grafting equal to their Incarnator level, and divide time taken by (Max Graft Reserve/100). In addition, they can attach grafts of different kinds normally not allowed (for example, having both Draconic and Plant grafts). Finally, to offset the strain on the his body, an Incarnator may expend doubled experience points to offset any sacrifice for the graft.<br />
<br />
'''{{#anc:Graft Reserve}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Incarnators have receive a pool of points they can spend instead of experience points when creating a new graft. Each time they gain a class level, they receive a new graft reserve; leftover points from the previous level do not carry over. If the points are not spent, they are lost. They can also use their graft reserve to supplement the XP cost of a graft they are creating, taking a portion of the cost from their graft reserve and a portion from their XP.<br />
<br />
'''{{#anc:Metamorphosis}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Incarnators, due to their massive experimentation with both their own body and others, slowly transform into something simultaneously less and more than human. At 2nd level and every three levels thereafter, an Incarnator chooses one of these mutations, gaining its benefits and penalties. In addition, they can use their own body for any &quot;graft donation&quot; of the type chosen, double their effective Max Graft Reserve for purposes of [[#Improved Grafting|Improved Grafting]], expend half experience points and money when creating grafts of that type, and don't need the associated grafting feat for those grafts. You may take one type multiple times, following normal stacking rules as if they were from the same source.<br />
<br />
''Deathless:'' A Deathless Incarnator's body becomes infused with the power of the Deathless, granting a number of abilities. He gains Turn Undead as a Cleric (using Intelligence instead of Charisma for determining times per day and power), which is instead treated as a Greater Turning when used against Deathless, and can cast two spells of maximum level equal to the highest spell level known from the Deathless or Deathbound domain. Considered Undead for Malleable Form.<br />
<br />
''Elemental:'' An Elemental Incarnator's body becomes infused with the elements, granting a number of abilities. He may use any number of elemental grafts, even with conflicting elements. Additionally, once per day for each element, he may invoke its powers as an immediate action, gaining benefits of having multiple Elemental Grafts as if he had five additional grafts for 1 round per Incarnator level. Lastly, he can cast one spell of maximum level equal to the highest spell level known from one of the elemental domains.<br />
<br />
''Draconic:'' A Draconic Incarnator's body becomes infused with Draconic power, granting a number of abilities. As a swift action, he can grow temporary wings for a number of rounds equal to his Incarnator level, granting a Fly Speed of 60 feet (Good), and can use an elemental breath dealing 1d6 per two Incarnator levels in a 60 foot cone once per day (Reflex half, DC 10+Int+Incarnator Level/2). Additionally, he can cast one spell of maximum level equal to the highest spell level known from the Dragon domain.<br />
<br />
''Illithid:'' An Illithid Incarnator's body mutates into a more illithid-like form, granting a number of abilities. He gains a pair of tentacles attached to his jaw, granting two secondary tentacle attacks (1d6 at medium size), a +4 racial bonus to grappling, and allows the Incarnator to deal 3d6 intelligence drain to a pinned target once per day, gaining temporary hit points equal to intelligence drained. Additionally, he can cast one spell of maximum level equal to the highest spell level known from the Mentalism or Slime domain. Considered Aberration for Malleable Form.<br />
<br />
''Plant:'' A Plant Incarnator's body slowly becomes partially plant matter, granting a number of abilities. He gains Fast Healing 1 and +2 natural armor, doubling in sunlight, and can cast two spells of maximum level equal to the highest spell level known from the Plant domain.<br />
<br />
''Infernal:'' A Infernal Incarnator's body is augmented with energy from hell itself, granting a number of abilities. He can assume the [[SRD:Fiendish Creature|Fiendish Creature]] template as a swift action, but for each round in this form, he takes 1d4 damage per four hit dice from infernal energies (round up). Additionally, he can cast two spells of maximum level equal to the highest spell level known from the Evil domain. Considered Outsider (Evil) for Malleable Form.<br />
<br />
''Beholder:'' A Beholder Incarnator's eyes are infused with the power of the Beholder, granting a number of abilities. Once per day as a standard action, he may use one of the Beholder's eye rays or Antimagic cone for one round, provided the related spell's spell level is no higher than the his highest level spell known. For every three rays available, he gains an additional use per day. Considered Aberration for Malleable Form. Aboleth Grafts and symbionts from the Fiend Folio are considered part of this metamorphosis.<br />
<br />
''Daelkyr:'' A Beholder Incarnator has willingly taken a step towards becoming a Daelkyr Half Blood. He gains a Personal Symbiont, Symbiont Mastery, Symbiont Dependency and Unbalanced Mind. Additionally, he can cast two spells of maximum level equal to the highest spell level known from the Madness domain. Considered Aberration for Malleable Form. All Symbionts from Magic of Eberron and Eberron Campaign Setting are considered grafts for this metamorphosis.<br />
<br />
''Silthilar:'' A Silthilar Incarnator slowly gains Silithar-like cells, granting a number of abilities. Once per 1d4 rounds, he may send a small swarm of Silithar cells at an enemy within 60 feet, dealing 1d6 damage, Nauseating for 1d4+1 round and dealing 1d4 damage to Constitution, Dexterity or Strength (roll 1d3 to determine), DC (10+Con+HD/2) fortitude save negates ability damage and Nausea. In addition, the cells assist in grafting, multiplying Maximum Graft Reserve and dividing experience point cost by 3 instead of 2 for Silithar grafts. Considered Aberration for Malleable Form.<br />
<br />
''Yuan-ti:'' A Yuan-ti Incarnator begins mutating into a more snakelike form, granting a number of abilities. He gains a bite attack (1d8 at medium size) with potent poison (2d6 Con/2d6 Con, Fort DC 10+Con+HD/2), and can cast two spells of maximum level equal to the highest spell level known from the Scalykind domain. Considered Monstrous Humanoid and Animal or Malleable Form.<br />
<br />
''Construct:'' A Construct Incarnator attaches mechanic parts to himself, granting a number of abilities. He resists Sneak Attacks and critical hits 25% of the time, gains bonus hit points appropriate to an equal sized Construct, and is affected by spells normally only usable on constructs. Additionally, he can cast one spell of maximum level equal to the highest spell level known from the Warforged domain. Maug grafts are considered part of this metamorphosis.<br />
<br />
''Undead:'' An Undead Incarnator infuses himself with the negative energy of the undead, granting a number of abilities. He can be healed by negative energy, and gains the Natural Armor of a equal sized skeleton. Additionally, he can cast two spells of maximum level equal to the highest spell level known from the Undeath or Death domains.<br />
<br />
'''{{#anc:Advanced Learning}}:''' At 3rd level, and every fourth level thereafter, the Incarnator can learn one spell outside of his other spell lists. This spell cannot be of the highest level he knows.<br />
<br />
'''{{#anc:Malleable Form}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 20th level, the Incarnator gains full control over their body, able to change it at a whim. They can change their type at will to any type they have Metamorphosis in. In addition, they gain Fast Healing 2, and heal as if resting a full night when changing type. They gain immunity to critical hits and sneak attacking due to their constantly shifting body, and can manipulate their body to gain a +4 inherent bonus to constitution. <br />
<br />
==== Grey Elf Incarnator Starting Package ====<br />
<br />
'''Weapons:''' Masterwork Scalpel (Exotic Short Sword + Masterwork Grafting Item).<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.<br />
<br />
{| class=&quot;{{d20}}&quot;<br />
|-<br />
! class=&quot;left&quot; | Skill || Ranks || Ability || Armor&lt;br/&gt;Check&lt;br/&gt;Penalty<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| class=&quot;left&quot; | &lt;-Skill name-&gt; || &lt;-4 for class skills and 2 for cross-class skills-&gt; || &lt;-Abbreviated key ability-&gt; || &lt;-armor check penalty based on starting armor. If inapplicable put &quot;&amp;mdash;&quot;-&gt;<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| class=&quot;left&quot; | &lt;-Skill name-&gt; || &lt;-4 for class skills and 2 for cross-class skills-&gt; || &lt;-Abbreviated key ability-&gt; || &lt;-armor check penalty based on starting armor. If inapplicable put &quot;&amp;mdash;&quot;-&gt;<br />
&lt;-copy and paste the rows as necessary.-&gt;<br />
|}<br />
<br />
'''Feat:''' Graft Flesh.<br />
<br />
'''Gear:''' Studded Leather Armor.<br />
<br />
'''Gold:''' 15 gp.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing an Incarnator ====<br />
<br />
'''Religion:''' Incarnators have trouble finding solace in the arms of most deities, who find their craft despicable. Those who do accept the macabre art of grafting have flocks of Incarnators worshiping them, especially Primus, god of Mechanus, who encourages mastery over body and is patron to nearly every lawful Incarnator.<br />
<br />
'''Other Classes:''' Other classes tend to be horrified by<br />
<br />
'''Combat:''' The Incarnator's role in combat is deceptively passive - he buffs allies before the day even starts with his grafts, then buffs them further with spells as the day progresses. However, some Incarnators may take the more aggresive, melee route, while others will manipulate spellcasting to be effective battle casters.<br />
<br />
'''Advancement:''' Full Incarnators don't particularly like prestige classes, due to their extremely specialized, unique skills and focused casting. However, Incarnator is an excellent multiclass option for martial classes, allowing grafts, fairly good combat benefits and low level buffing - many will take a two-level dip. In this case, martial classes (or even prestige classes for gishes) are attractive multiclass options.<br />
<br />
==== Incarnators in the World ====<br />
<br />
{{quote|It's ALIVE!|orig=Dr Frankenstein, Human Incarnator}}<br />
<br />
Incarnators are generally considered extremely odd. They usually have frightening mutations, intimidating intelligence, and magic that does little good for people. As such, unless they find a place of like minded people, they are generally outcasts and considered insane. Often, the seclusion and fear dominating their lives drives them there.<br />
<br />
'''Daily Life:''' Most Incarnators are, as the quote would suggest, mad scientists. Almost all of their time is devoted to their craft, often resorting to dishonest or illegal means to get by. The exception to this lies within guilds accepting of Incarnators, the most prominent of which are those of Mechanus. The two groups of Mechanus turn these specialists into effective combatants and augmentors.<br />
<br />
'''Notables:''' The two strongest of all Incarnators are the High Incarnator of the good and evil divisions of Mechanus Knights. These frighteningly powerful Incarnators augment the best of the Mechanus Knights, and manage the guild with their frightening intellect.<br />
<br />
'''Organizations:''' Lawful Incarnators can find employment and support in either branch of the Mechanus Knights. Chaotic Incarnators have a somewhat harder time, though there are magic cults that find their power, however focused, quite interesting.<br />
<br />
'''NPC Reactions:''' All NPC's are frightened or repulsed by Incarnators. All are at least Unfriendly, while the superstitious Commoners can be hostile if the Incarnator shows horrific mutations.<br />
<br />
==== Incarnator Lore ====<br />
<br />
Characters with ranks in &lt;-the appropriate skills-&gt; can research &lt;-pluralized class name-&gt; to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class=&quot;{{d20}}&quot;<br />
|+ &lt;-the appropriate skills-&gt;<br />
! DC || class=&quot;left&quot; | Result<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 10 || class=&quot;left&quot; | Incarnators are a rare, specialized type of grafters.<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 15 || class=&quot;left&quot; | Incarnator magic is more powerful than most, but only in the Transmutation school.<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 20 || class=&quot;left&quot; | High Incarnators can change form at will, and their influence through the Mechanus Knights spreads through many cities.<br />
|}<br />
<br />
==== Incarnators in the Game ====<br />
<br />
&lt;-How characters of this class fit in the game (PC and NPC) and what roles they play.-&gt;<br />
<br />
'''Adaptation:''' &lt;-Possible variant conceptions of this class.-&gt;.<br />
<br />
'''Sample Encounter:''' &lt;-DM placement for NPCs of this class.-&gt;.<br />
<br />
''EL &lt;!-- EL Number --&gt;:'' &lt;-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.-&gt;.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Divine Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]</div>R2d2gohttp://www.dandwiki.com/wiki/Incarnator_(3.5e_Class)Incarnator (3.5e Class)2014-11-04T05:18:11Z<p>R2d2go: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=4.5/5<br />
|editing=<br />
|type= -<br />
|desc=A graft-based casting class.<br />
}}<br />
<br />
== Incarnator ==<br />
<br />
Incarnators are literally &quot;ones who embody in flesh&quot;. More specifically, they are fleshgrafters - masters of taking from one species and adding to another. Through their skill in this macabre art, they empower themselves and make empowering<br />
<br />
=== Making an Incarnator ===<br />
<br />
Incarnators have two roles: that of a grafter, and that of a caster. As a grafter, Incarnators make the entire party more powerful, apply grafts with absurd speed and efficiency. This role is similar to that of a buffing caster, or a supporting bard. As a caster, they have spells nearly limited to only one school, but with less restrictions than any other caster in other aspects. This makes them highly effective with whatever spells they ''do'' know.<br />
<br />
'''Abilities:''' As the primary casting statistic, Intelligence is by far the most important statistic. All other statistics are optional, but Constitution would be a second choice. Those planning to dabble in melee would likely choose Strength or Dexterity as a third statistic, while those piling grafts such as Fiendish grafts might want Wisdom for the bonus to Will saves.<br />
<br />
'''Races:''' Certain elves do well as Incarnators with their increased intelligence, while the Human's extra adaptability is always appreciated. Warforged (especially those associated with the Mechanus Knights) also make up a significant portion of Incarnators, though they often have difficulty with some grafts.<br />
<br />
'''Alignment:''' Any.<br />
<br />
'''Starting Gold:''' 4d4&amp;times;10 gp.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Complex.<br />
<br />
{| class=&quot;d20&quot;<br />
|+<br />
&lt;div&gt;{{#anc:Table: The Incarnator}}&lt;/div&gt;<br />
Hit Die: d8<br />
|-<br />
! rowspan=&quot;2&quot; | Level<br />
! rowspan=&quot;2&quot; | [[BAB|Base&lt;br/&gt;Attack Bonus]]<br />
! colspan=&quot;3&quot; | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan=&quot;2&quot; | Special<br />
! rowspan=&quot;2&quot; | Graft Reserve EXP<br />
! rowspan=&quot;2&quot; | Metamorphosis<br />
! colspan=&quot;10&quot; | [[#Spells|Spells per Day]]<br />
|- {{#vardefine:odd|0}}<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
! 0 || 1&lt;sup&gt;st&lt;/sup&gt; || 2&lt;sup&gt;nd&lt;/sup&gt; || 3&lt;sup&gt;rd&lt;/sup&gt; || 4&lt;sup&gt;th&lt;/sup&gt; || 5&lt;sup&gt;th&lt;/sup&gt; || 6&lt;sup&gt;th&lt;/sup&gt; || 7&lt;sup&gt;th&lt;/sup&gt; || 8&lt;sup&gt;th&lt;/sup&gt; || 9&lt;sup&gt;th&lt;/sup&gt;<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|1st|| class=&quot;left&quot; | +0 || +2 || +0 || +2<br />
| class=&quot;left&quot; | Familiar, Graft Reserve || 100 || 0<br />
|5||3||—||—||—||—||—||—||—||—<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|2nd|| class=&quot;left&quot; | +1 || +3 || +0 || +3<br />
| class=&quot;left&quot; | Metamorphosis || 200 || 1<br />
|6||4||—||—||—||—||—||—||—||—<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|3rd|| class=&quot;left&quot; | +1 || +3 || +1 || +3<br />
| class=&quot;left&quot; | Advanced Learning || 600 || 1<br />
|6||5||3||—||—||—||—||—||—||—<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|4th||class=&quot;left&quot; | +2 || +4 || +1 || +4<br />
| class=&quot;left&quot; | || 800 || 1<br />
|6||6||4||—||—||—||—||—||—||—<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|5th||class=&quot;left&quot; | +2 || +4 || +1 || +4<br />
| class=&quot;left&quot; | || 1100 || 1<br />
|6||6||5||3||—||—||—||—||—||—<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|6th||class=&quot;left&quot; | +3 || +5 || +2 || +5<br />
| class=&quot;left&quot; | || 1400 || 2<br />
|6||6||6||4||—||—||—||—||—||—<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|7th||class=&quot;left&quot; | +3 || +5 || +2 || +5<br />
| class=&quot;left&quot; | Advanced Learning || 1800 || 2<br />
|6||6||6||5||3||—||—||—||—||—<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|8th||class=&quot;left&quot; | +4 || +6 || +2 || +6<br />
| class=&quot;left&quot; | || 2200 || 2<br />
|6||6||6||6||4||—||—||—||—||—<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|9th||class=&quot;left&quot; | +4 || +6 || +3 || +6<br />
| class=&quot;left&quot; | || 2600 || 2<br />
|6||6||6||6||5||3||—||—||—||—<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|10th||class=&quot;left&quot; | +5 || +7 || +3 || +7<br />
| class=&quot;left&quot; | || 3000 || 3<br />
|6||6||6||6||6||4||—||—||—||—<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|11th||class=&quot;left&quot; | +5 || +7 || +3 || +7<br />
| class=&quot;left&quot; | Advanced Learning || 3500 || 3<br />
|6||6||6||6||6||5||3||—||—||—<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|12th||class=&quot;left&quot; | +6/+1 || +8 || +4 || +8<br />
| class=&quot;left&quot; | || 4000 || 3<br />
|6||6||6||6||6||6||4||—||—||—<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|13th||class=&quot;left&quot; | +6/+1 || +8 || +4 || +8<br />
| class=&quot;left&quot; | || 4500 || 3<br />
|6||6||6||6||6||6||5||3||—||—<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|14th||class=&quot;left&quot; | +7/+2 || +9 || +4 || +9<br />
| class=&quot;left&quot; | || 5000 || 4<br />
|6||6||6||6||6||6||6||4||—||—<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|15th||class=&quot;left&quot; | +7/+2 || +9 || +5 || +9<br />
| class=&quot;left&quot; | Advanced Learning || 5500 || 4<br />
|6||6||6||6||6||6||6||5||3||—<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|16th||class=&quot;left&quot; | +8/+3 || +10 || +5 || +10<br />
| class=&quot;left&quot; | || 6100 || 4<br />
|6||6||6||6||6||6||6||6||4||—<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|17th||class=&quot;left&quot; | +8/+3 || +10 || +5 || +10<br />
| class=&quot;left&quot; | || 6700 || 4<br />
|6||6||6||6||6||6||6||6||5||3<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|18th||class=&quot;left&quot; | +9/+4 || +11 || +6 || +11<br />
| class=&quot;left&quot; | || 7300 || 5<br />
|6||6||6||6||6||6||6||6||6||4<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|19th||class=&quot;left&quot; | +9/+4 || +6 || +6 || +11<br />
| class=&quot;left&quot; | Advanced Learning || 7900 || 5<br />
|6||6||6||6||6||6||6||6||6||5<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|20th||class=&quot;left&quot; | +10/+5 || +6 || +6 || +12<br />
| class=&quot;left&quot; | Malleable Form || 8500 || 5<br />
|6||6||6||6||6||6||6||6||6||6<br />
|-<br />
| colspan=&quot;42&quot; class=&quot;skill&quot; |<br />
'''Class Skills (&lt;-number of skill points-&gt; + [[SRD:Intelligence|Int]] modifier per level, &amp;times;4 at 1st level)'''&lt;br/&gt;<br />
&lt;-class skills (and key abilities)-&gt;.<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
Incarnators are born fleshgrafters. All of their abilities and spells are dedicated to manipulating and augmenting flesh. All of the following are class features of the Incarnator.<br />
<br />
'''Weapon and Armor Proficiency:''' Incarnators are proficient in simple weapons and light armor; they are often born for battle but, as casters, they don't know how to use more than the most basic of equipment.<br />
<br />
'''{{#anc:Spells}}:''' Incarnator spells are entirely based upon modifying the body - as such, they have expansive knowledge on spells that do so but little of any other magic. Spell save DC and bonus spells per day are based on Intelligence. Incarnators choose their spells from any spell list, but can only cast Transmutation spells (excluding Anyspell and variants), Conjuration (Creation) spells, and spells required for grafts.<br />
<br />
'''{{#anc:Improved Grafting}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Incarnators are expert grafters, able to make them with speed and skill unmatched by any other. They gain a bonus to skill checks during grafting equal to their Incarnator level, and divide time taken by (Max Graft Reserve/100). In addition, they can attach grafts of different kinds normally not allowed (for example, having both Draconic and Plant grafts). Finally, to offset the strain on the his body, an Incarnator may expend doubled experience points to offset any sacrifice for the graft.<br />
<br />
'''{{#anc:Graft Reserve}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Incarnators have receive a pool of points they can spend instead of experience points when creating a new graft. Each time they gain a class level, they receive a new graft reserve; leftover points from the previous level do not carry over. If the points are not spent, they are lost. They can also use their graft reserve to supplement the XP cost of a graft they are creating, taking a portion of the cost from their graft reserve and a portion from their XP.<br />
<br />
'''{{#anc:Metamorphosis}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Incarnators, due to their massive experimentation with both their own body and others, slowly transform into something simultaneously less and more than human. At 2nd level and every three levels thereafter, an Incarnator chooses one of these mutations, gaining its benefits and penalties. In addition, they can use their own body for any &quot;graft donation&quot; of the type chosen, double their effective Max Graft Reserve for purposes of [[#Improved Grafting|Improved Grafting]], expend half experience points and money when creating grafts of that type, and don't need the associated grafting feat for those grafts. You may take one type multiple times, following normal stacking rules as if they were from the same source.<br />
<br />
''Deathless:'' A Deathless Incarnator's body becomes infused with the power of the Deathless, granting a number of abilities. He gains Turn Undead as a Cleric (using Intelligence instead of Charisma for determining times per day and power), which is instead treated as a Greater Turning when used against Deathless, and can cast two spells of maximum level equal to the highest spell level known from the Deathless or Deathbound domain. Considered Undead for Malleable Form.<br />
<br />
''Elemental:'' An Elemental Incarnator's body becomes infused with the elements, granting a number of abilities. Once per day for each element, he gains benefits of having multiple Elemental Grafts as if he had five additional grafts for 1 round per Incarnator level, and can cast one spell of maximum level equal to the highest spell level known from one of the elemental domains.<br />
<br />
''Draconic:'' A Draconic Incarnator's body becomes infused with Draconic power, granting a number of abilities. As a swift action, he can grow temporary wings for a number of rounds equal to his Incarnator level, granting a Fly Speed of 60 feet (Good), and can use an elemental breath dealing 1d6 per two Incarnator levels in a 60 foot cone once per day (Reflex half, DC 10+Int+Incarnator Level/2). Additionally, he can cast one spell of maximum level equal to the highest spell level known from the Dragon domain.<br />
<br />
''Illithid:'' An Illithid Incarnator's body mutates into a more illithid-like form, granting a number of abilities. He gains a pair of tentacles attached to his jaw, granting two secondary tentacle attacks (1d6 at medium size), a +4 racial bonus to grappling, and allows the Incarnator to deal 3d6 intelligence drain to a pinned target once per day, gaining temporary hit points equal to intelligence drained. Additionally, he can cast one spell of maximum level equal to the highest spell level known from the Mentalism or Slime domain. Considered Aberration for Malleable Form.<br />
<br />
''Plant:'' A Plant Incarnator's body slowly becomes partially plant matter, granting a number of abilities. He gains Fast Healing 1 and +2 natural armor, doubling in sunlight, and can cast two spells of maximum level equal to the highest spell level known from the Plant domain.<br />
<br />
''Infernal:'' A Infernal Incarnator's body is augmented with energy from hell itself, granting a number of abilities. He can assume the [[SRD:Fiendish Creature|Fiendish Creature]] template as a swift action, but for each round in this form, he takes 1d4 damage per four hit dice from infernal energies (round up). Additionally, he can cast two spells of maximum level equal to the highest spell level known from the Evil domain. Considered Outsider (Evil) for Malleable Form.<br />
<br />
''Beholder:'' A Beholder Incarnator's eyes are infused with the power of the Beholder, granting a number of abilities. Once per day as a standard action, he may use one of the Beholder's eye rays or Antimagic cone for one round, provided the related spell's spell level is no higher than the his highest level spell known. For every three rays available, he gains an additional use per day. Considered Aberration for Malleable Form. Aboleth Grafts and symbionts from the Fiend Folio are considered part of this metamorphosis.<br />
<br />
''Daelkyr:'' A Beholder Incarnator has willingly taken a step towards becoming a Daelkyr Half Blood. He gains a Personal Symbiont, Symbiont Mastery, Symbiont Dependency and Unbalanced Mind. Additionally, he can cast two spells of maximum level equal to the highest spell level known from the Madness domain. Considered Aberration for Malleable Form. All Symbionts from Magic of Eberron and Eberron Campaign Setting are considered grafts for this metamorphosis.<br />
<br />
''Silthilar:'' A Silthilar Incarnator slowly gains Silithar-like cells, granting a number of abilities. Once per 1d4 rounds, he may send a small swarm of Silithar cells at an enemy within 60 feet, dealing 1d6 damage, Nauseating for 1d4+1 round and dealing 1d4 damage to Constitution, Dexterity or Strength (roll 1d3 to determine), DC (10+Con+HD/2) fortitude save negates ability damage and Nausea. In addition, the cells assist in grafting, multiplying Maximum Graft Reserve and dividing experience point cost by 3 instead of 2 for Silithar grafts. Considered Aberration for Malleable Form.<br />
<br />
''Yuan-ti:'' A Yuan-ti Incarnator begins mutating into a more snakelike form, granting a number of abilities. He gains a bite attack (1d8 at medium size) with potent poison (2d6 Con/2d6 Con, Fort DC 10+Con+HD/2), and can cast two spells of maximum level equal to the highest spell level known from the Scalykind domain. Considered Monstrous Humanoid and Animal or Malleable Form.<br />
<br />
''Construct:'' A Construct Incarnator attaches mechanic parts to himself, granting a number of abilities. He resists Sneak Attacks and critical hits 25% of the time, gains bonus hit points appropriate to an equal sized Construct, and is affected by spells normally only usable on constructs. Additionally, he can cast one spell of maximum level equal to the highest spell level known from the Warforged domain. Maug grafts are considered part of this metamorphosis.<br />
<br />
''Undead:'' An Undead Incarnator infuses himself with the negative energy of the undead, granting a number of abilities. He can be healed by negative energy, and gains the Natural Armor of a equal sized skeleton. Additionally, he can cast two spells of maximum level equal to the highest spell level known from the Undeath or Death domains.<br />
<br />
'''{{#anc:Advanced Learning}}:''' At 3rd level, and every fourth level thereafter, the Incarnator can learn one spell outside of his other spell lists. This spell cannot be of the highest level he knows.<br />
<br />
'''{{#anc:Malleable Form}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 20th level, the Incarnator gains full control over their body, able to change it at a whim. They can change their type at will to any type they have Metamorphosis in. In addition, they gain Fast Healing 2, and heal as if resting a full night when changing type. They gain immunity to critical hits and sneak attacking due to their constantly shifting body, and can manipulate their body to gain a +4 inherent bonus to constitution. <br />
<br />
==== Grey Elf Incarnator Starting Package ====<br />
<br />
'''Weapons:''' Masterwork Scalpel (Exotic Short Sword + Masterwork Grafting Item).<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.<br />
<br />
{| class=&quot;{{d20}}&quot;<br />
|-<br />
! class=&quot;left&quot; | Skill || Ranks || Ability || Armor&lt;br/&gt;Check&lt;br/&gt;Penalty<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| class=&quot;left&quot; | &lt;-Skill name-&gt; || &lt;-4 for class skills and 2 for cross-class skills-&gt; || &lt;-Abbreviated key ability-&gt; || &lt;-armor check penalty based on starting armor. If inapplicable put &quot;&amp;mdash;&quot;-&gt;<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| class=&quot;left&quot; | &lt;-Skill name-&gt; || &lt;-4 for class skills and 2 for cross-class skills-&gt; || &lt;-Abbreviated key ability-&gt; || &lt;-armor check penalty based on starting armor. If inapplicable put &quot;&amp;mdash;&quot;-&gt;<br />
&lt;-copy and paste the rows as necessary.-&gt;<br />
|}<br />
<br />
'''Feat:''' Graft Flesh.<br />
<br />
'''Gear:''' Studded Leather Armor.<br />
<br />
'''Gold:''' 15 gp.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing an Incarnator ====<br />
<br />
'''Religion:''' Incarnators have trouble finding solace in the arms of most deities, who find their craft despicable. Those who do accept the macabre art of grafting have flocks of Incarnators worshiping them, especially Primus, god of Mechanus, who encourages mastery over body and is patron to nearly every lawful Incarnator.<br />
<br />
'''Other Classes:''' Other classes tend to be horrified by<br />
<br />
'''Combat:''' The Incarnator's role in combat is deceptively passive - he buffs allies before the day even starts with his grafts, then buffs them further with spells as the day progresses. However, some Incarnators may take the more aggresive, melee route, while others will manipulate spellcasting to be effective battle casters.<br />
<br />
'''Advancement:''' Full Incarnators don't particularly like prestige classes, due to their extremely specialized, unique skills and focused casting. However, Incarnator is an excellent multiclass option for martial classes, allowing grafts, fairly good combat benefits and low level buffing - many will take a two-level dip. In this case, martial classes (or even prestige classes for gishes) are attractive multiclass options.<br />
<br />
==== Incarnators in the World ====<br />
<br />
{{quote|It's ALIVE!|orig=Dr Frankenstein, Human Incarnator}}<br />
<br />
Incarnators are generally considered extremely odd. They usually have frightening mutations, intimidating intelligence, and magic that does little good for people. As such, unless they find a place of like minded people, they are generally outcasts and considered insane. Often, the seclusion and fear dominating their lives drives them there.<br />
<br />
'''Daily Life:''' Most Incarnators are, as the quote would suggest, mad scientists. Almost all of their time is devoted to their craft, often resorting to dishonest or illegal means to get by. The exception to this lies within guilds accepting of Incarnators, the most prominent of which are those of Mechanus. The two groups of Mechanus turn these specialists into effective combatants and augmentors.<br />
<br />
'''Notables:''' The two strongest of all Incarnators are the High Incarnator of the good and evil divisions of Mechanus Knights. These frighteningly powerful Incarnators augment the best of the Mechanus Knights, and manage the guild with their frightening intellect.<br />
<br />
'''Organizations:''' Lawful Incarnators can find employment and support in either branch of the Mechanus Knights. Chaotic Incarnators have a somewhat harder time, though there are magic cults that find their power, however focused, quite interesting.<br />
<br />
'''NPC Reactions:''' All NPC's are frightened or repulsed by Incarnators. All are at least Unfriendly, while the superstitious Commoners can be hostile if the Incarnator shows horrific mutations.<br />
<br />
==== Incarnator Lore ====<br />
<br />
Characters with ranks in &lt;-the appropriate skills-&gt; can research &lt;-pluralized class name-&gt; to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class=&quot;{{d20}}&quot;<br />
|+ &lt;-the appropriate skills-&gt;<br />
! DC || class=&quot;left&quot; | Result<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 10 || class=&quot;left&quot; | Incarnators are a rare, specialized type of grafters.<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 15 || class=&quot;left&quot; | Incarnator magic is more powerful than most, but only in the Transmutation school.<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 20 || class=&quot;left&quot; | High Incarnators can change form at will, and their influence through the Mechanus Knights spreads through many cities.<br />
|}<br />
<br />
==== Incarnators in the Game ====<br />
<br />
&lt;-How characters of this class fit in the game (PC and NPC) and what roles they play.-&gt;<br />
<br />
'''Adaptation:''' &lt;-Possible variant conceptions of this class.-&gt;.<br />
<br />
'''Sample Encounter:''' &lt;-DM placement for NPCs of this class.-&gt;.<br />
<br />
''EL &lt;!-- EL Number --&gt;:'' &lt;-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.-&gt;.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Divine Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]</div>R2d2gohttp://www.dandwiki.com/wiki/Incarnator_(3.5e_Class)Incarnator (3.5e Class)2014-11-04T04:48:15Z<p>R2d2go: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=4.5/5<br />
|editing=<br />
|type= -<br />
|desc=A graft-based casting class.<br />
}}<br />
<br />
== Incarnator ==<br />
<br />
Incarnators are literally &quot;ones who embody in flesh&quot;. More specifically, they are fleshgrafters - masters of taking from one species and adding to another. Through their skill in this macabre art, they empower themselves and make empowering<br />
<br />
=== Making an Incarnator ===<br />
<br />
Incarnators have two roles: that of a grafter, and that of a caster. As a grafter, Incarnators make the entire party more powerful, apply grafts with absurd speed and efficiency. This role is similar to that of a buffing caster, or a supporting bard. As a caster, they have spells nearly limited to only one school, but with less restrictions than any other caster in other aspects. This makes them highly effective with whatever spells they ''do'' know.<br />
<br />
'''Abilities:''' As the primary casting statistic, Intelligence is by far the most important statistic. All other statistics are optional, but Constitution would be a second choice. Those planning to dabble in melee would likely choose Strength or Dexterity as a third statistic, while those piling grafts such as Fiendish grafts might want Wisdom for the bonus to Will saves.<br />
<br />
'''Races:''' Certain elves do well as Incarnators with their increased intelligence, while the Human's extra adaptability is always appreciated. Warforged (especially those associated with the Mechanus Knights) also make up a significant portion of Incarnators, though they often have difficulty with some grafts.<br />
<br />
'''Alignment:''' Any.<br />
<br />
'''Starting Gold:''' 4d4&amp;times;10 gp.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Complex.<br />
<br />
{| class=&quot;d20&quot;<br />
|+<br />
&lt;div&gt;{{#anc:Table: The Incarnator}}&lt;/div&gt;<br />
Hit Die: d8<br />
|-<br />
! rowspan=&quot;2&quot; | Level<br />
! rowspan=&quot;2&quot; | [[BAB|Base&lt;br/&gt;Attack Bonus]]<br />
! colspan=&quot;3&quot; | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan=&quot;2&quot; | Special<br />
! rowspan=&quot;2&quot; | Graft Reserve EXP<br />
! rowspan=&quot;2&quot; | Metamorphosis<br />
! colspan=&quot;10&quot; | [[#Spells|Spells per Day]]<br />
|- {{#vardefine:odd|0}}<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
! 0 || 1&lt;sup&gt;st&lt;/sup&gt; || 2&lt;sup&gt;nd&lt;/sup&gt; || 3&lt;sup&gt;rd&lt;/sup&gt; || 4&lt;sup&gt;th&lt;/sup&gt; || 5&lt;sup&gt;th&lt;/sup&gt; || 6&lt;sup&gt;th&lt;/sup&gt; || 7&lt;sup&gt;th&lt;/sup&gt; || 8&lt;sup&gt;th&lt;/sup&gt; || 9&lt;sup&gt;th&lt;/sup&gt;<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|1st|| class=&quot;left&quot; | +0 || +2 || +0 || +2<br />
| class=&quot;left&quot; | Familiar, Graft Reserve || 100 || 0<br />
|5||3||—||—||—||—||—||—||—||—<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|2nd|| class=&quot;left&quot; | +1 || +3 || +0 || +3<br />
| class=&quot;left&quot; | Metamorphosis || 200 || 1<br />
|6||4||—||—||—||—||—||—||—||—<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|3rd|| class=&quot;left&quot; | +1 || +3 || +1 || +3<br />
| class=&quot;left&quot; | Advanced Learning || 600 || 1<br />
|6||5||3||—||—||—||—||—||—||—<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|4th||class=&quot;left&quot; | +2 || +4 || +1 || +4<br />
| class=&quot;left&quot; | || 800 || 1<br />
|6||6||4||—||—||—||—||—||—||—<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|5th||class=&quot;left&quot; | +2 || +4 || +1 || +4<br />
| class=&quot;left&quot; | || 1100 || 1<br />
|6||6||5||3||—||—||—||—||—||—<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|6th||class=&quot;left&quot; | +3 || +5 || +2 || +5<br />
| class=&quot;left&quot; | || 1400 || 2<br />
|6||6||6||4||—||—||—||—||—||—<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|7th||class=&quot;left&quot; | +3 || +5 || +2 || +5<br />
| class=&quot;left&quot; | Advanced Learning || 1800 || 2<br />
|6||6||6||5||3||—||—||—||—||—<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|8th||class=&quot;left&quot; | +4 || +6 || +2 || +6<br />
| class=&quot;left&quot; | || 2200 || 2<br />
|6||6||6||6||4||—||—||—||—||—<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|9th||class=&quot;left&quot; | +4 || +6 || +3 || +6<br />
| class=&quot;left&quot; | || 2600 || 2<br />
|6||6||6||6||5||3||—||—||—||—<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|10th||class=&quot;left&quot; | +5 || +7 || +3 || +7<br />
| class=&quot;left&quot; | || 3000 || 3<br />
|6||6||6||6||6||4||—||—||—||—<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|11th||class=&quot;left&quot; | +5 || +7 || +3 || +7<br />
| class=&quot;left&quot; | Advanced Learning || 3500 || 3<br />
|6||6||6||6||6||5||3||—||—||—<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|12th||class=&quot;left&quot; | +6/+1 || +8 || +4 || +8<br />
| class=&quot;left&quot; | || 4000 || 3<br />
|6||6||6||6||6||6||4||—||—||—<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|13th||class=&quot;left&quot; | +6/+1 || +8 || +4 || +8<br />
| class=&quot;left&quot; | || 4500 || 3<br />
|6||6||6||6||6||6||5||3||—||—<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|14th||class=&quot;left&quot; | +7/+2 || +9 || +4 || +9<br />
| class=&quot;left&quot; | || 5000 || 4<br />
|6||6||6||6||6||6||6||4||—||—<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|15th||class=&quot;left&quot; | +7/+2 || +9 || +5 || +9<br />
| class=&quot;left&quot; | Advanced Learning || 5500 || 4<br />
|6||6||6||6||6||6||6||5||3||—<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|16th||class=&quot;left&quot; | +8/+3 || +10 || +5 || +10<br />
| class=&quot;left&quot; | || 6100 || 4<br />
|6||6||6||6||6||6||6||6||4||—<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|17th||class=&quot;left&quot; | +8/+3 || +10 || +5 || +10<br />
| class=&quot;left&quot; | || 6700 || 4<br />
|6||6||6||6||6||6||6||6||5||3<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|18th||class=&quot;left&quot; | +9/+4 || +11 || +6 || +11<br />
| class=&quot;left&quot; | || 7300 || 5<br />
|6||6||6||6||6||6||6||6||6||4<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|19th||class=&quot;left&quot; | +9/+4 || +6 || +6 || +11<br />
| class=&quot;left&quot; | Advanced Learning || 7900 || 5<br />
|6||6||6||6||6||6||6||6||6||5<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
|20th||class=&quot;left&quot; | +10/+5 || +6 || +6 || +12<br />
| class=&quot;left&quot; | Malleable Form || 8500 || 5<br />
|6||6||6||6||6||6||6||6||6||6<br />
|-<br />
| colspan=&quot;42&quot; class=&quot;skill&quot; |<br />
'''Class Skills (&lt;-number of skill points-&gt; + [[SRD:Intelligence|Int]] modifier per level, &amp;times;4 at 1st level)'''&lt;br/&gt;<br />
&lt;-class skills (and key abilities)-&gt;.<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
Incarnators are born fleshgrafters. All of their abilities and spells are dedicated to manipulating and augmenting flesh. All of the following are class features of the Incarnator.<br />
<br />
'''Weapon and Armor Proficiency:''' Incarnators are proficient in simple weapons and light armor; they are often born for battle but, as casters, they don't know how to use more than the most basic of equipment.<br />
<br />
'''{{#anc:Spells}}:''' Incarnator spells are entirely based upon modifying the body - as such, they have expansive knowledge on spells that do so but little of any other magic. Spell save DC and bonus spells per day are based on Intelligence. Incarnators choose their spells from any spell list, but can only cast Transmutation spells (excluding Anyspell and variants), Conjuration (Creation) spells, and spells required for grafts.<br />
<br />
'''{{#anc:Improved Grafting}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Incarnators are expert grafters, able to make them with speed and skill unmatched by any other. They gain a bonus to skill checks during grafting equal to their Incarnator level, and divide time taken by (Max Graft Reserve/100). In addition, they can attach grafts of different kinds normally not allowed (for example, having both Draconic and Plant grafts). Finally, to offset the strain on the his body, an Incarnator may expend doubled experience points to offset any sacrifice for the graft.<br />
<br />
'''{{#anc:Graft Reserve}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Incarnators have receive a pool of points they can spend instead of experience points when creating a new graft. Each time they gain a class level, they receive a new graft reserve; leftover points from the previous level do not carry over. If the points are not spent, they are lost. They can also use their graft reserve to supplement the XP cost of a graft they are creating, taking a portion of the cost from their graft reserve and a portion from their XP.<br />
<br />
'''{{#anc:Metamorphosis}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Incarnators, due to their massive experimentation with both their own body and others, slowly transform into something simultaneously less and more than human. At 2nd level and every three levels thereafter, an Incarnator chooses one of these mutations, gaining its benefits and penalties. In addition, they can use their own body for any &quot;graft donation&quot; of the type chosen, double their effective Max Graft Reserve for purposes of [[#Improved Grafting|Improved Grafting]], expend half experience points and money when creating grafts of that type, and don't need the associated grafting feat for those grafts. You may take one type multiple times, following normal stacking rules as if they were from the same source.<br />
<br />
''Deathless:'' A Deathless Incarnator's body becomes infused with the power of the Deathless, granting a number of abilities. He gains Turn Undead as a Cleric (using Intelligence instead of Charisma for determining times per day and power), which is instead treated as a Greater Turning when used against Deathless, and can cast two spells of maximum level equal to the highest spell level known from the Deathless or Deathbound domain. Considered Undead for Malleable Form.<br />
<br />
''Elemental:'' An Elemental Incarnator's body becomes infused with the elements, granting a number of abilities. Once per day for each element, he gains benefits of having multiple Elemental Grafts as if he had five additional grafts for 1 round per Incarnator level, and can cast one spell of maximum level equal to the highest spell level known from one of the elemental domains.<br />
<br />
''Draconic:'' A Draconic Incarnator's body becomes infused with Draconic power, granting a number of abilities. As a swift action, he can grow temporary wings for a number of rounds equal to his Incarnator level, granting a Fly Speed of 60 feet (Good), and can use an elemental breath dealing 1d6 per two Incarnator levels in a 60 foot cone once per day (Reflex half, DC 10+Int+Incarnator Level/2). Additionally, he can cast one spell of maximum level equal to the highest spell level known from the Dragon domain.<br />
<br />
''Illithid:'' An Illithid Incarnator's body mutates into a more illithid-like form, granting a number of abilities. He gains a pair of tentacles attached to his jaw, granting two secondary tentacle attacks (1d6 at medium size), a +4 racial bonus to grappling, and allows the Incarnator to deal 3d6 intelligence drain to a pinned target once per day, gaining temporary hit points equal to intelligence drained. Additionally, he can cast one spell of maximum level equal to the highest spell level known from the Mentalism or Slime domain. Considered Aberration for Malleable Form.<br />
<br />
''Plant:'' A Plant Incarnator's body slowly becomes partially plant matter, granting a number of abilities. He gains Fast Healing 1 and +2 natural armor, doubling in sunlight, and can cast two spells of maximum level equal to the highest spell level known from the Plant domain.<br />
<br />
''Infernal:'' A Infernal Incarnator's body is augmented with energy from hell itself, granting a number of abilities. He can assume the [[SRD:Fiendish Creature|Fiendish Creature]] template as a swift action, but for each round in this form, he takes 1d4 damage per four hit dice from infernal energies (round up). Additionally, he can cast two spells of maximum level equal to the highest spell level known from the Evil domain. Considered Outsider (Evil) for Malleable Form.<br />
<br />
''Beholder:'' A Beholder Incarnator's eyes are infused with the power of the Beholder, granting a number of abilities. Once per day as a standard action, he may use one of the Beholder's eye rays or Antimagic cone for one round, provided the related spell's spell level is no higher than the his highest level spell known. For every three rays available, he gains an additional use per day. Considered Aberration for Malleable Form. Aboleth Grafts and symbionts from the Fiend Folio are considered part of this metamorphosis.<br />
<br />
''Daelkyr:'' A Beholder Incarnator has willingly taken a step towards becoming a Daelkyr Half Blood. He gains a Personal Symbiont, Symbiont Mastery, Symbiont Dependency and Unbalanced Mind. Additionally, he can cast two spells of maximum level equal to the highest spell level known from the Madness domain. Considered Aberration for Malleable Form. All Symbionts from Magic of Eberron and Eberron Campaign Setting are considered grafts for this metamorphosis.<br />
<br />
''Silthilar:'' A Silthilar Incarnator slowly gains Silithar-like cells, granting a number of abilities. Once per 1d4 rounds, he may send a small swarm of Silithar cells at an enemy within 60 feet, dealing 1d6 damage, Nauseating for 1d4+1 round and dealing 1d4 damage to Constitution, Dexterity or Strength (roll 1d3 to determine), DC (10+Con+HD/2) fortitude save negates ability damage and Nausea. In addition, the cells assist in grafting, multiplying Maximum Graft Reserve and dividing experience point cost by 3 instead of 2 for Silithar grafts. Considered Aberration for Malleable Form.<br />
<br />
''Yuan-ti:'' A Yuan-ti Incarnator begins mutating into a more snakelike form, granting a number of abilities. He gains a bite attack (1d8 at medium size) with potent poison (2d6 Con/2d6 Con, Fort DC 10+Con+HD/2), and can cast two spells of maximum level equal to the highest spell level known from the Scalykind domain. Considered Monstrous Humanoid and Animal or Malleable Form.<br />
<br />
''Construct:'' A Construct Incarnator attaches mechanic parts to himself, granting a number of abilities. He resists Sneak Attacks and critical hits 25% of the time, gains bonus hit points appropriate to an equal sized Construct, and is affected by spells normally only usable on constructs. Additionally, he can cast one spell of maximum level equal to the highest spell level known from the Warforged domain. Maug grafts are considered part of this metamorphosis.<br />
<br />
''Undead:'' An Undead Incarnator infuses himself with the negative energy of the undead, granting a number of abilities. He can be healed by negative energy, and chooses either the Natural Armor of a equal sized skeleton or the bonus hit points of a equal sized zombie. Additionally, he can cast two spells of maximum level equal to the highest spell level known from the Undeath or Death domains.<br />
<br />
'''{{#anc:Advanced Learning}}:''' At 3rd level, and every fourth level thereafter, the Incarnator can learn one spell outside of his other spell lists. This spell cannot be of the highest level he knows.<br />
<br />
'''{{#anc:Malleable Form}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 20th level, the Incarnator gains full control over their body, able to change it at a whim. They can change their type at will to any type they have Metamorphosis in. In addition, they gain Fast Healing 2, and heal as if resting a full night when changing type. They gain immunity to critical hits and sneak attacking due to their constantly shifting body, and can manipulate their body to gain a +4 inherent bonus to constitution. <br />
<br />
==== Grey Elf Incarnator Starting Package ====<br />
<br />
'''Weapons:''' Masterwork Scalpel (Exotic Short Sword + Masterwork Grafting Item).<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.<br />
<br />
{| class=&quot;{{d20}}&quot;<br />
|-<br />
! class=&quot;left&quot; | Skill || Ranks || Ability || Armor&lt;br/&gt;Check&lt;br/&gt;Penalty<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| class=&quot;left&quot; | &lt;-Skill name-&gt; || &lt;-4 for class skills and 2 for cross-class skills-&gt; || &lt;-Abbreviated key ability-&gt; || &lt;-armor check penalty based on starting armor. If inapplicable put &quot;&amp;mdash;&quot;-&gt;<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| class=&quot;left&quot; | &lt;-Skill name-&gt; || &lt;-4 for class skills and 2 for cross-class skills-&gt; || &lt;-Abbreviated key ability-&gt; || &lt;-armor check penalty based on starting armor. If inapplicable put &quot;&amp;mdash;&quot;-&gt;<br />
&lt;-copy and paste the rows as necessary.-&gt;<br />
|}<br />
<br />
'''Feat:''' Graft Flesh.<br />
<br />
'''Gear:''' Studded Leather Armor.<br />
<br />
'''Gold:''' 15 gp.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing an Incarnator ====<br />
<br />
'''Religion:''' Incarnators have trouble finding solace in the arms of most deities, who find their craft despicable. Those who do accept the macabre art of grafting have flocks of Incarnators worshiping them, especially Primus, god of Mechanus, who encourages mastery over body and is patron to nearly every lawful Incarnator.<br />
<br />
'''Other Classes:''' Other classes tend to be horrified by<br />
<br />
'''Combat:''' The Incarnator's role in combat is deceptively passive - he buffs allies before the day even starts with his grafts, then buffs them further with spells as the day progresses. However, some Incarnators may take the more aggresive, melee route, while others will manipulate spellcasting to be effective battle casters.<br />
<br />
'''Advancement:''' Full Incarnators don't particularly like prestige classes, due to their extremely specialized, unique skills and focused casting. However, Incarnator is an excellent multiclass option for martial classes, allowing grafts, fairly good combat benefits and low level buffing - many will take a two-level dip. In this case, martial classes (or even prestige classes for gishes) are attractive multiclass options.<br />
<br />
==== Incarnators in the World ====<br />
<br />
{{quote|It's ALIVE!|orig=Dr Frankenstein, Human Incarnator}}<br />
<br />
Incarnators are generally considered extremely odd. They usually have frightening mutations, intimidating intelligence, and magic that does little good for people. As such, unless they find a place of like minded people, they are generally outcasts and considered insane. Often, the seclusion and fear dominating their lives drives them there.<br />
<br />
'''Daily Life:''' Most Incarnators are, as the quote would suggest, mad scientists. Almost all of their time is devoted to their craft, often resorting to dishonest or illegal means to get by. The exception to this lies within guilds accepting of Incarnators, the most prominent of which are those of Mechanus. The two groups of Mechanus turn these specialists into effective combatants and augmentors.<br />
<br />
'''Notables:''' The two strongest of all Incarnators are the High Incarnator of the good and evil divisions of Mechanus Knights. These frighteningly powerful Incarnators augment the best of the Mechanus Knights, and manage the guild with their frightening intellect.<br />
<br />
'''Organizations:''' Lawful Incarnators can find employment and support in either branch of the Mechanus Knights. Chaotic Incarnators have a somewhat harder time, though there are magic cults that find their power, however focused, quite interesting.<br />
<br />
'''NPC Reactions:''' All NPC's are frightened or repulsed by Incarnators. All are at least Unfriendly, while the superstitious Commoners can be hostile if the Incarnator shows horrific mutations.<br />
<br />
==== Incarnator Lore ====<br />
<br />
Characters with ranks in &lt;-the appropriate skills-&gt; can research &lt;-pluralized class name-&gt; to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class=&quot;{{d20}}&quot;<br />
|+ &lt;-the appropriate skills-&gt;<br />
! DC || class=&quot;left&quot; | Result<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 10 || class=&quot;left&quot; | Incarnators are a rare, specialized type of grafters.<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 15 || class=&quot;left&quot; | Incarnator magic is more powerful than most, but only in the Transmutation school.<br />
|- class=&quot;{{Odd-Even|{{#var:odd}}}}&quot;<br />
| 20 || class=&quot;left&quot; | High Incarnators can change form at will, and their influence through the Mechanus Knights spreads through many cities.<br />
|}<br />
<br />
==== Incarnators in the Game ====<br />
<br />
&lt;-How characters of this class fit in the game (PC and NPC) and what roles they play.-&gt;<br />
<br />
'''Adaptation:''' &lt;-Possible variant conceptions of this class.-&gt;.<br />
<br />
'''Sample Encounter:''' &lt;-DM placement for NPCs of this class.-&gt;.<br />
<br />
''EL &lt;!-- EL Number --&gt;:'' &lt;-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.-&gt;.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Divine Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]</div>R2d2go